BlackSeed_Vash
Explorer
Alright, Ive edited this based on my fellow gamers opinions and trying to take a objective look at it. If u find anything that is unclear, or seems overpowered plz let me know.
Spirit Forge
Alignment: Any.
Abilities: Wisdom primary; Charisma secondary
Hit Die: d8.
Class Skills
The Spirit Forge's class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Craft (Int), Diplomacy (Cha), Gather Information (Cha), Intimidate (Cha), Knowledge (Int), Listen (Wis), Perform (Cha), Profession (Wis), Sense Motive (Wis), Speak Language, and Spot (Wis).
Note: The Speak Language skill works as follows:
Upon a successful Listen check for an unknown language, a Spirit Forge may attempt to speak in that language with the DC equal to 5 + the DC to Listen. Every time a Spirit Forge succeeds a Speak Language check by 10 or more, they receive a +1 bonus to all Listen and Speak Language checks for that specific language. These +1 bonuses stack with each of their respective languages. If at any time a language bonus reaches +20, the Spirit Forge is considered to have mastered that language. If a Spirit Forge takes a 10 or 20, he may not receive a bonus for any unknown language.
The same applies for written languages; however, if that language uses the same alphabet of another known language, the Spirit Forge receives a +1 circumstance bonus to read the language.
New skill or expanded use of existing skill.
Skill Points at 1st Level: (8 + Int modifier) x4.
Skill Points at Each Additional Level: 8 + Int modifier.
Note: Whenever Spirits are mentioned within this class, it is referring to the soul of a dead PC or NPC. These Spirits are therefore ghost and are ethereal, but bound to the Material Plane because of unfinished business on that Plane. Because of this, their ability to interact with corporeal objects and beings is limited or non-existent. This should be determined by your GM and may vary from one Spirit to another within a single campaign. For simplicity sake, all Spirit within my own campaigns cannot physically interact with corporeal. For encounters with Spirits, the GM should have them located at or near where a PC or NPC died or is buried. Another thing I did to simplify the encounters of Spirits of PCs and NPCs known to (or historical important to) players within my campaign, was to leave their level as they were when they they died. That way, it prevented the problem of suddenly lost skill ranks as well as knowledge of past event, therefore causing a paradox within a storyline.
Class Features
All the following are class features of the Spirit Forge.
Weapon and Armor Proficiency: Spirit Forge is proficient with all simple and martial weapons, and light, medium, and heavy armor plus shields.
Spiritbook: At level 1, a Spirit Forge receives a Spiritbook. For all intents and purposes, this book is a blank spell book of approximately 500 pages. However, whenever a Spirit Forge encounters a spirit that he befriends/dominates, their name is automatically added to the book through spiritual energy. After a name has been entered into the book in this manner, the book will not accept any other form of writing. All names added are written in the Etherean language. It will now create additional pages as they are needed. These new pages will not add to the width or weight of the Spiritbook. One page may hold ten names per side. The Spiritbook will must contain at least 2000 names before the book is considered enchanted.
As a full round action, a Spirit Forge may call forth a spirit written in the book to converse with and/or perform Spirit Unity. If a Spiritbook is destroyed, lost or stolen, a Spirit Forge must get a new blank book and meditate for two hours for each page that was filled, otherwise he must start over collecting the names of the spirits he has already befriended/dominated. If another Spirit Forge gets his hand on the book, he may call any spirit within. After that spirit arrives, he may then attempt to befriend/dominate that spirit so that it can become part of his Spiritbook.
Detect Undead(Su): At level 1, gains the constant effect that functions like the "Detect Evil", except that it detects undead and ethereal creature/spirits. This does not allow a Spirit Forge to see outside of his current plane.
Speak with Dead(Su): At level 1, gains constant effect that functions like the "Speak with Dead" spell.
Spirit Companion: At level 1, may gain an ethereal being as a companion, who was once a living being (of any of the playable races). The Spirit Companion is bound to the Material Plane due to unfinished business on this plane. When her Spirit Forge goes to another plane, his Spirit Companion, being tied to her Spirit Forge comes along with him. The Spirit Companion remains a level 1 until his Spirit Forge's 5th level. On the 5th level the Spirit Companion becomes a level 2. From then on, the Spirit Companion gains one level like any other NPC every time the Spirit Forge levels. A Spirit Companions are allowed to multi-class as well as achieve prestige classes; however they can only level within different classes as long as they would not receive an XP hit. The Spirit Companion cannot travel farther than 60ft in any direction from her Spirit Forge. The Spirit Companion is not classified as Undead for the purposes of spells and spell-like abilities.
To obtain a new Spirit Companion, a Spirit Forge must first dismiss his current Spirit Companion. This can only be done if whatever unfinished business the Spirit Companion had is completed. Once dismissed, this Spirit will move onto whatever Plane she was meant to go. Now the Spirit Forge must find or go to a new Spirit in which to make his Spirit Companion. This Spirit can be of any level as long as her total level is three less than the players Spirit Forge level (In this manner, a recently dead PC can become a Spirit Companion.). Once the desired Spirit is located, the Spirit Forge needs to convince/dominate the Spirit into become his Spirit Companion. Finally, the Spirit Forge must spend 24 hours in deep meditation. During this time the chosen Spirit must be within 10 ft of him and he must not be touched by any being other than the chosen Spirit.
Turn or Rebuke Undead(Su): At level 2, any Spirit Forge, regardless of alignment, has the power to affect undead creatures by channeling the power of his will (see Turn or Rebuke Undead).
A good Spirit Forge can turn or destroy undead creatures. An evil Spirit Forge instead rebukes or commands such creatures. A neutral Spirit Forge must choose whether his turning ability functions as that of a good Spirit Forge or an evil Spirit Forge . Once this choice is made, it cannot be reversed. A Spirit Forge may attempt to turn undead a number of times per day equal to 3 + his Wisdom modifier. A Spirit Forge with 5 or more ranks in Knowledge (planes) gets a +2 bonus on turning checks against undead.
Summon Undead (Su): At level 3, can summon a Medium or Large Skeleton as a standard action, like the Summon Undead spell one time per day. This increases to two on 6th level, three on the 9th level, four on the 12th level, five on the 15th level, and 6 on the 18th level,
Resist Undead(Su): At level 4, +4 bonus on saving throws against the spells and spell-like abilities of undead and ethereal creatures/spirits.
Spirit Unity(Su): At level 5, a Spirit Forge may merge his spirit with another spirit that is unattached to a body , such as either your Spirit Companion or another ethereal being. The effect lasts for 1 hour per Spirit Forge level, or until he ends the unity. This is a standard action and doesn't provoke an Attack of Opportunity. The chosen spirit may not be a level higher than your Spirit Forge minus 3. While unified with his Spirit Companion, he adds to his attributes equal to the Companion's attribute modifier (negative modifiers count as zero). He adds the ghost's ranks in any skill, to his. He will increase his life total by his Spirit Companions current total. He will add from his Companion's base attack and saving throws to his own. He also will gain access to all of his Companion's feats and class abilities. If the spirit is other than his Spirit Companion, only add the highest modifier possible to your attribute or skill. In addition, the Spirit Forge may perform extra Spirit Unities with his Spirit Companion based on his Wisdom modifier. Times allowed per day increases to 2 on the 7th level, 3 on the 10th level, 4 on the 12th level, 5 on the 14th level, 6 on the 16th level, and 7 on the 18th level. [Limited example at end of document.]
Ghost Touch(Su): At level 6, whenever a Spirit Forge uses a weapon he is proficient with, treat that weapon as a +1 magic weapon, enchanted with Ghost Touch. If the weapon is ranged (such as a bow, throwing dart, etc), the Spirit Forge must hold the weapon for 1d4+1 rounds before it receives previously mentioned benefit. In addition, this feature allows the Spirit Forge to perform a grapple or touch attack against any ethereal creature/spirit.
Exorcism(Su): At level 8, may cast "Dismissal" as a standard action; but only works on creature from the ethereal plane. A Spirit Forge may attempt Exorcism a number of times per day equal to 2 + his Wisdom modifier.
Negative Energy Immunity(Su): At level 9, can not receive effects from negative energy.
Ethereal Jaunt(Su): At level 11, a Spirit Forge may expend any number of standard Spirit Unities to cast "Ethereal Jaunt" on self. This spells lasts for 'x' rounds, where 'x' equal the number of Spirit Unities expended + Wis mode. While in the Ethereal Plane, his Spirit Companion is in the Ethereal Plane.
Command Undead(Su): At level 13, may cast "Command Undead" as a standard action. A Spirit Forge may attempt Command Undead a number of times per day equal to 2 + his Wisdom modifier.
Timeless Body (Ex): After attaining 15th level, a Spirit Forge no longer takes ability score penalties for aging and cannot be magically aged. Any penalties he may have already incurred, however, remain in place. Bonuses still accrue, and the Spirit Forge still dies of old age when his time is up.
True Seeing(Su): At level 15, constant effect that functions like the "True Seeing" spell. However, it only functions up to their normal maximum vision.
Perfect Self: At level 20, a Spirit Forge becomes a magical creature. He is forevermore treated as an outsider rather than as a humanoid (or whatever the Spirit Forge's creature type was) for the purpose of spells and magical effects. Additionally, the Spirit Forge gains damage reduction 10/magic, which allows him to ignore the first 10 points of damage from any attack made by a nonmagical weapon or by any natural attack made by a creature that doesn't have similar damage reduction. Unlike other outsiders, the Spirit Forge can still be brought back from the dead as if he were a member of his previous creature type.
Bonus Languages: A Spirit Forge automatically learns Etherean, a secret language known only to creatures within the Ethereal Plane, upon becoming a 1st-level Spirit Forge. Spirit Forges are incapable of teaching this language to non Spirit Forges; however, the bases of the language can be taught to those going into the class. Etherean has its own alphabet.
Ex-Spirit Forge
Like a member of any other class, a Spirit Forge may be a multiclass character, but multiclass Spirit Forges face a special restriction. A Spirit Forge who gains a new class or (if already multiclass) raises another class by a level may never again raise his Spirit Forge level, though he retains all his Spirit Forge abilities.
Attack Bonus Saving Throws
Level #1 #2 #3 Fort Ref Will
1 1 2
2 1 3
3 2 1 1 3
4 3 1 1 4
5 4 1 1 4
6 4 2 2 5
7 5 2 2 5
8 6 1 2 2 6
9 7 2 3 3 6
10 7 2 3 3 5
11 8 3 3 3 7
12 9 4 4 4 7
13 10 5 4 4 8
14 10 5 4 4 8
15 11 6 1 5 5 9
16 12 7 2 5 5 10
17 13 8 3 5 5 10
18 13 8 3 6 6 11
19 14 9 4 6 6 11
20 15 10 5 6 6 12
[Limited Example Spirit Unity]
-----------------------------------
Name—Bob; Race—Human
Class Spirit Forge Level 5
STR 15 +2
DEX 11 0
CON 15 +2
INT 9 -1
WIS 18 +4
CHA 16 +3
Attack Bonus +4
HP 38(max)
Fort Save +1
Ref Save +1
Will Save +4
-----------------------------------
Name—Jen; Race—Half-Orc
Class Monk Level 2
STR 20 +5
DEX 13 +1
CON 14 +2
INT 9 -1
WIS 17 +3
CHA 9 -1
Attack Bonus +1
HP 17(max) / 13(current)
Fort Save +3
Ref Save +3
Will Save +3
-----------------------------------
Spirit Unity Bob
Class Spirit Forge Level 5
STR 20 +5
DEX 12 +1
CON 17 +4
INT 9 0
WIS 22 +6
CHA 16 +3
Attack Bonus +5
HP 55(max) / 52(current)
Fort Save +4
Ref Save +4
Will Save +7
-----------------------------------
Spirit Forge
Alignment: Any.
Abilities: Wisdom primary; Charisma secondary
Hit Die: d8.
Class Skills
The Spirit Forge's class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Craft (Int), Diplomacy (Cha), Gather Information (Cha), Intimidate (Cha), Knowledge (Int), Listen (Wis), Perform (Cha), Profession (Wis), Sense Motive (Wis), Speak Language, and Spot (Wis).
Note: The Speak Language skill works as follows:
Upon a successful Listen check for an unknown language, a Spirit Forge may attempt to speak in that language with the DC equal to 5 + the DC to Listen. Every time a Spirit Forge succeeds a Speak Language check by 10 or more, they receive a +1 bonus to all Listen and Speak Language checks for that specific language. These +1 bonuses stack with each of their respective languages. If at any time a language bonus reaches +20, the Spirit Forge is considered to have mastered that language. If a Spirit Forge takes a 10 or 20, he may not receive a bonus for any unknown language.
The same applies for written languages; however, if that language uses the same alphabet of another known language, the Spirit Forge receives a +1 circumstance bonus to read the language.
New skill or expanded use of existing skill.
Skill Points at 1st Level: (8 + Int modifier) x4.
Skill Points at Each Additional Level: 8 + Int modifier.
Note: Whenever Spirits are mentioned within this class, it is referring to the soul of a dead PC or NPC. These Spirits are therefore ghost and are ethereal, but bound to the Material Plane because of unfinished business on that Plane. Because of this, their ability to interact with corporeal objects and beings is limited or non-existent. This should be determined by your GM and may vary from one Spirit to another within a single campaign. For simplicity sake, all Spirit within my own campaigns cannot physically interact with corporeal. For encounters with Spirits, the GM should have them located at or near where a PC or NPC died or is buried. Another thing I did to simplify the encounters of Spirits of PCs and NPCs known to (or historical important to) players within my campaign, was to leave their level as they were when they they died. That way, it prevented the problem of suddenly lost skill ranks as well as knowledge of past event, therefore causing a paradox within a storyline.
Class Features
All the following are class features of the Spirit Forge.
Weapon and Armor Proficiency: Spirit Forge is proficient with all simple and martial weapons, and light, medium, and heavy armor plus shields.
Spiritbook: At level 1, a Spirit Forge receives a Spiritbook. For all intents and purposes, this book is a blank spell book of approximately 500 pages. However, whenever a Spirit Forge encounters a spirit that he befriends/dominates, their name is automatically added to the book through spiritual energy. After a name has been entered into the book in this manner, the book will not accept any other form of writing. All names added are written in the Etherean language. It will now create additional pages as they are needed. These new pages will not add to the width or weight of the Spiritbook. One page may hold ten names per side. The Spiritbook will must contain at least 2000 names before the book is considered enchanted.
As a full round action, a Spirit Forge may call forth a spirit written in the book to converse with and/or perform Spirit Unity. If a Spiritbook is destroyed, lost or stolen, a Spirit Forge must get a new blank book and meditate for two hours for each page that was filled, otherwise he must start over collecting the names of the spirits he has already befriended/dominated. If another Spirit Forge gets his hand on the book, he may call any spirit within. After that spirit arrives, he may then attempt to befriend/dominate that spirit so that it can become part of his Spiritbook.
Detect Undead(Su): At level 1, gains the constant effect that functions like the "Detect Evil", except that it detects undead and ethereal creature/spirits. This does not allow a Spirit Forge to see outside of his current plane.
Speak with Dead(Su): At level 1, gains constant effect that functions like the "Speak with Dead" spell.
Spirit Companion: At level 1, may gain an ethereal being as a companion, who was once a living being (of any of the playable races). The Spirit Companion is bound to the Material Plane due to unfinished business on this plane. When her Spirit Forge goes to another plane, his Spirit Companion, being tied to her Spirit Forge comes along with him. The Spirit Companion remains a level 1 until his Spirit Forge's 5th level. On the 5th level the Spirit Companion becomes a level 2. From then on, the Spirit Companion gains one level like any other NPC every time the Spirit Forge levels. A Spirit Companions are allowed to multi-class as well as achieve prestige classes; however they can only level within different classes as long as they would not receive an XP hit. The Spirit Companion cannot travel farther than 60ft in any direction from her Spirit Forge. The Spirit Companion is not classified as Undead for the purposes of spells and spell-like abilities.
To obtain a new Spirit Companion, a Spirit Forge must first dismiss his current Spirit Companion. This can only be done if whatever unfinished business the Spirit Companion had is completed. Once dismissed, this Spirit will move onto whatever Plane she was meant to go. Now the Spirit Forge must find or go to a new Spirit in which to make his Spirit Companion. This Spirit can be of any level as long as her total level is three less than the players Spirit Forge level (In this manner, a recently dead PC can become a Spirit Companion.). Once the desired Spirit is located, the Spirit Forge needs to convince/dominate the Spirit into become his Spirit Companion. Finally, the Spirit Forge must spend 24 hours in deep meditation. During this time the chosen Spirit must be within 10 ft of him and he must not be touched by any being other than the chosen Spirit.
Turn or Rebuke Undead(Su): At level 2, any Spirit Forge, regardless of alignment, has the power to affect undead creatures by channeling the power of his will (see Turn or Rebuke Undead).
A good Spirit Forge can turn or destroy undead creatures. An evil Spirit Forge instead rebukes or commands such creatures. A neutral Spirit Forge must choose whether his turning ability functions as that of a good Spirit Forge or an evil Spirit Forge . Once this choice is made, it cannot be reversed. A Spirit Forge may attempt to turn undead a number of times per day equal to 3 + his Wisdom modifier. A Spirit Forge with 5 or more ranks in Knowledge (planes) gets a +2 bonus on turning checks against undead.
Summon Undead (Su): At level 3, can summon a Medium or Large Skeleton as a standard action, like the Summon Undead spell one time per day. This increases to two on 6th level, three on the 9th level, four on the 12th level, five on the 15th level, and 6 on the 18th level,
Resist Undead(Su): At level 4, +4 bonus on saving throws against the spells and spell-like abilities of undead and ethereal creatures/spirits.
Spirit Unity(Su): At level 5, a Spirit Forge may merge his spirit with another spirit that is unattached to a body , such as either your Spirit Companion or another ethereal being. The effect lasts for 1 hour per Spirit Forge level, or until he ends the unity. This is a standard action and doesn't provoke an Attack of Opportunity. The chosen spirit may not be a level higher than your Spirit Forge minus 3. While unified with his Spirit Companion, he adds to his attributes equal to the Companion's attribute modifier (negative modifiers count as zero). He adds the ghost's ranks in any skill, to his. He will increase his life total by his Spirit Companions current total. He will add from his Companion's base attack and saving throws to his own. He also will gain access to all of his Companion's feats and class abilities. If the spirit is other than his Spirit Companion, only add the highest modifier possible to your attribute or skill. In addition, the Spirit Forge may perform extra Spirit Unities with his Spirit Companion based on his Wisdom modifier. Times allowed per day increases to 2 on the 7th level, 3 on the 10th level, 4 on the 12th level, 5 on the 14th level, 6 on the 16th level, and 7 on the 18th level. [Limited example at end of document.]
Ghost Touch(Su): At level 6, whenever a Spirit Forge uses a weapon he is proficient with, treat that weapon as a +1 magic weapon, enchanted with Ghost Touch. If the weapon is ranged (such as a bow, throwing dart, etc), the Spirit Forge must hold the weapon for 1d4+1 rounds before it receives previously mentioned benefit. In addition, this feature allows the Spirit Forge to perform a grapple or touch attack against any ethereal creature/spirit.
Exorcism(Su): At level 8, may cast "Dismissal" as a standard action; but only works on creature from the ethereal plane. A Spirit Forge may attempt Exorcism a number of times per day equal to 2 + his Wisdom modifier.
Negative Energy Immunity(Su): At level 9, can not receive effects from negative energy.
Ethereal Jaunt(Su): At level 11, a Spirit Forge may expend any number of standard Spirit Unities to cast "Ethereal Jaunt" on self. This spells lasts for 'x' rounds, where 'x' equal the number of Spirit Unities expended + Wis mode. While in the Ethereal Plane, his Spirit Companion is in the Ethereal Plane.
Command Undead(Su): At level 13, may cast "Command Undead" as a standard action. A Spirit Forge may attempt Command Undead a number of times per day equal to 2 + his Wisdom modifier.
Timeless Body (Ex): After attaining 15th level, a Spirit Forge no longer takes ability score penalties for aging and cannot be magically aged. Any penalties he may have already incurred, however, remain in place. Bonuses still accrue, and the Spirit Forge still dies of old age when his time is up.
True Seeing(Su): At level 15, constant effect that functions like the "True Seeing" spell. However, it only functions up to their normal maximum vision.
Perfect Self: At level 20, a Spirit Forge becomes a magical creature. He is forevermore treated as an outsider rather than as a humanoid (or whatever the Spirit Forge's creature type was) for the purpose of spells and magical effects. Additionally, the Spirit Forge gains damage reduction 10/magic, which allows him to ignore the first 10 points of damage from any attack made by a nonmagical weapon or by any natural attack made by a creature that doesn't have similar damage reduction. Unlike other outsiders, the Spirit Forge can still be brought back from the dead as if he were a member of his previous creature type.
Bonus Languages: A Spirit Forge automatically learns Etherean, a secret language known only to creatures within the Ethereal Plane, upon becoming a 1st-level Spirit Forge. Spirit Forges are incapable of teaching this language to non Spirit Forges; however, the bases of the language can be taught to those going into the class. Etherean has its own alphabet.
Ex-Spirit Forge
Like a member of any other class, a Spirit Forge may be a multiclass character, but multiclass Spirit Forges face a special restriction. A Spirit Forge who gains a new class or (if already multiclass) raises another class by a level may never again raise his Spirit Forge level, though he retains all his Spirit Forge abilities.
Attack Bonus Saving Throws
Level #1 #2 #3 Fort Ref Will
1 1 2
2 1 3
3 2 1 1 3
4 3 1 1 4
5 4 1 1 4
6 4 2 2 5
7 5 2 2 5
8 6 1 2 2 6
9 7 2 3 3 6
10 7 2 3 3 5
11 8 3 3 3 7
12 9 4 4 4 7
13 10 5 4 4 8
14 10 5 4 4 8
15 11 6 1 5 5 9
16 12 7 2 5 5 10
17 13 8 3 5 5 10
18 13 8 3 6 6 11
19 14 9 4 6 6 11
20 15 10 5 6 6 12
[Limited Example Spirit Unity]
-----------------------------------
Name—Bob; Race—Human
Class Spirit Forge Level 5
STR 15 +2
DEX 11 0
CON 15 +2
INT 9 -1
WIS 18 +4
CHA 16 +3
Attack Bonus +4
HP 38(max)
Fort Save +1
Ref Save +1
Will Save +4
-----------------------------------
Name—Jen; Race—Half-Orc
Class Monk Level 2
STR 20 +5
DEX 13 +1
CON 14 +2
INT 9 -1
WIS 17 +3
CHA 9 -1
Attack Bonus +1
HP 17(max) / 13(current)
Fort Save +3
Ref Save +3
Will Save +3
-----------------------------------
Spirit Unity Bob
Class Spirit Forge Level 5
STR 20 +5
DEX 12 +1
CON 17 +4
INT 9 0
WIS 22 +6
CHA 16 +3
Attack Bonus +5
HP 55(max) / 52(current)
Fort Save +4
Ref Save +4
Will Save +7
-----------------------------------