Spirit FOrge

BlackSeed_Vash

Explorer
Here's my home brewed class. Please let me know what u think; especially if u think its overpowered.

Spirit Forge

Alignment: Any.

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), Knowledge (Int), Listen (Wis), 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.



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 magic. 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. When his Spirit Forge goes to another plane, his Spirit Companion, being tied to his 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 Companion is 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 his Spirit Forge. The Spirit Companion is not classified as Undead for the purposes of spells and spell-like abilities.

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 changes back. This is a standard action and doesn't provoke an AoO. 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. He adds the ghost's ranks in any skill, to his. 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.

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.

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.

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 he 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.

 

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Very cool idea. I think you should elaborate more on spiritbook and also set forth a maximum number of calling attempts per day (this can be a total number of hit die). Also, while I think I understand what you were going for with spirit unity, I think it should be elaborated upon too.

Were you aiming for a summoner or a witch-doctor? I think you accomplished the second, but it makes the class a one-trick pony, and one that you can't leave.

Do the spirits summon ethereally or physically?

Is the spirit companion physical at all? What use are his class levels if he can never interact physically with the world?
 


First of all, thank for your input.:D

1) A] If I was to limit the number of summons per day, it would be equal to the maximum number of base Spirit Unities per day.
B] As for the Spirit Unity itself, you are basically treating yourself as if u level up in whatever class(es) your Spirit Companion is. Therefore if you are a level 5 Spirit Forge and your Spirit Companion is a level 2 Fighter, during Spirit Unity it would be like you are a level 7 character; but without it hurting your xp.

2) A]If you have ever heard of or seen the show/manga "Shaman King" that is the overall basis for this class.
B] As for being a 1 trick pony that your stuck in, thats not right. You companion can be any class(es) and prestige class(es) you want. This allows you to focus your character in 2 directions for a wide variety of uses, or focus on a single path to making you god of your DMs campaigne. Finally, if your stuck in this class, so is the Monk who has the same Ex-class trait.

3) Summoned Spirits are ghost for all intents and purposes, therefore ethereal.

4) Spirit Companions are ghosts, so they are ethereal. However, there is a wonderful enchantment that can be put on almost anything called "ghost touch". All I have to say is level 5 Spirit Companion w/ ghost touch gloves. Can your enemies say flat-footed?!

As for me for my DMs campaign, my character is a level 9 Fighter(1st)/level 5 Spirit Forge (2nd). My Spirit Companion is a level 2 Spellsinger, who I might add is for all intents and purposes, a Sorcer with the spells per day of a Wizard; but with all non-gold/xp componets being changed into vocal component. Except for area of effect Silence spells, next to impossible to interupt her singing.
 

Awesome

I really like this

Mind if I link it to my Mannapunk thread in another series of posts....I think it would rock..might have to borrow some of it for some Fantasy Fiction I am still fighting with
 


Just a thought, the skill selection with 8 skill points per level is a bit lacking. Intimidate, Decipher Script, Perform, and perhaps Use Magical Device, might fit well with the class. I'm sure you could expand it a bit to include things like search, appraise, heal, and maybe some of the more physical skills like climb, jump, and swim as well. Otherwise it's too focused for 8 skill points, which honestly, seems like an awful lot, and I'd look to perhaps reduce it to 6 or 4.
 

I gave the class 8 skill points because, I expected cross-class skills, and lots of them. This is due to the fact that they can basically become any other class for a time. I restriced the number of class skills to focus on their strong points; also I should mention that they technically don't have magic, but instead tap into the spirital energy both within themselves and their surrounding enviroment.
 

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