Spirit Shaman Info.   Posted by GM Natebob.Group: archive O
GM Natebob
 GM, 1 post
 Homebrew World
 Egg of Creation
Tue 28 Nov 2017
at 05:04
Spirit Shaman Info
PRANA WELL (12 Prana Points)
The Spirit Shaman can store spiritual energy, called Prana, within himself. He may not hold more Prana Points at any one time than his Caster Level plus his Charisma Modifier. His Spirit Guide adds one-half his Caster Level to this total. To regain Prana, the Spirit Shaman must spend one hour in meditation, after which he may make a CSB check vs. a DC of 15 + Caster Level. If he succeeds, he regains a number of Prana Points equal to his Charisma Modifier.



SPIRITCASTING (Caster Level 5; CSB +10; CSD 20)
The Spirit Shaman negotiates with spirits to get the effects he wants from them. In order to do this, he must use his spirit guide as an intermediary to create his magic.
Using magic without your spirit guide requires you to make a concentration check (DC 20 + 1/2 the caster level) to produce the desired effect. Failure means time (and any spell points) are spent, but no effect happens.
Your negotiations, and thus your spiritcasting, is tied to a Diplomacy check. You must succeed at this Diplomacy check to use any spiritcasting ability. The DC of this Diplomacy check is 15 + Caster Level. For every 2 points by which this skill check falls short of this DC, the ability manifests at -1 Caster Level. If this reduces the ability to a Caster Level below 0, the manifested ability fails and any Prana Points used are lost.
The Spirit Shaman may spend Prana Points to grant himself a +2 bonus to this roll for each Prana Point spent.
Note: He may not spend more Points than his Caster Level in any one round.



SPIRIT GUIDE - Nosoi
The Spirit Shaman has a special bond with a minor spirit of Death. This bond grants him a bonus to his Prana Pool's maximum size (equal to 1/2 his Class Level, rounded down), as well as the services of his Bonded Spirit.
This spirit usually remains in the Spirit World, but can appear in this world as a raven when it wishes. The Spirit Shaman can call it to his side as a Standard Action when it is not present.
This spirit grants the Spirit Shaman the ability to speak with the dead (as per the spell of the same name) up to 3 times per day, asking up to 6 questions per use.
The spirit can also fascinate creatures within 60-feet (Will Save DC 14 negates) by singing a haunting melody. This works on all living and undead creatures. The spirit can use this ability for up to 6 rounds per day, and it lingers for one additional round each use.
Its true appearance is that of a big raven with a skull head and empty, ever-smoking eye-sockets. It only shows this form willingly to the Spirit Shaman.
This spirit guide avoids combat at all costs, up to and including fleeing to the Spirit World, leaving that up to the spirit shaman to handle.



SPIRITSIGHT 25 ft.
As long as the Spirit Shaman has at least 1 Prana Point in his Prana Well, he can see ethereal and incorporeal beings within a distance of 5 ft. per Caster Level. (25 ft.)

This message was last edited by the GM at 05:04, Tue 28 Nov 2017.

GM Natebob
 GM, 2 posts
 Homebrew World
 Egg of Creation
Tue 28 Nov 2017
at 05:16
LIFE SPIRITCASTING
Invigorate Body: As a standard action, you may touch a creature and grant it a number of temporary Vigor Points equal to twice your Caster Level. This ability can only be used on an injured target and cannot raise a target’s current vigor points to be higher than their fully healed/rested vigor point total. This benefit lasts for 1 hour. Temporary Vigor points, even from different sources, do not stack; only the highest bonus applies.

Cure Wounds: As a standard action, and at a cost of 1 Prana Point, you may touch a target to heal it an amount of Wound Point damage equal to 1d6 plus your Caster Level. This is a positive energy effect, and as such may be used to harm undead (Will half).

Restore: As a standard action, you may touch a target to restore their physical and mental health. You must offer up 1 Prana Point to the afflicting spirits, and then succeed at your Diplomacy check.

This accomplishes one of the following:
• Removes the Sickened condition or lessens Nauseated to Sickened.
• Removes Lesser Fear Conditions.
• Reduces Greater Fear Conditions by one level.
• Removes the Staggered condition.
• Removes the Dazzled condition.
• Removes the Dazed condition.
• Removes the Blinded or Deafened condition.
• Removes the Stunned condition.

If the condition targeted is part of an on-going effect, this suppresses the effect for a number of rounds equal to your caster level. This cannot be used to remove curses or instantaneous effects.

Failure of the Diplomacy check by 5 or less means the condition spirit is willing to leave the target and transfer to the Spirit Shaman for the rest of the duration or until cured; this happens only if the Spirit Shaman is willing.
Failure by 10 or more means that not only is the target inflicted with the condition, but the Spirit Shaman is as well (whether or not he is willing) for the remaining duration or until cured.

This ability requires no shared language with the target, but it includes verbal and somatic components. If a target is afflicted with multiple conditions, the Spirit Shaman targets one condition at a time (of his choosing). The Spirit Shaman cannot use this ability on himself.

This message was last edited by the GM at 06:58, Wed 29 Nov 2017.

GM Natebob
 GM, 3 posts
 Homebrew World
 Egg of Creation
Tue 28 Nov 2017
at 05:26
MIND SPIRITCASTING
All mind spiritcasting abilities are Enchantment (compulsion) mind-affecting abilities. They fall into two categories, Charms and Clouds.

     Charm: You may place charms on creatures. Charms require a standard action to use and have a range of Close. You may only use charms on targets that possess your own creature type (humanoid for humanoids, etc.). Each charm has two strengths; lesser and greater. Lesser charms are at-will abilities, but you may not target an individual creature more than once in a day with any individual lesser charm. Greater charms cost 1 Prana Point to use.

You know the following charms.

        Suggestion (charm)
        You may plant thoughts into a target’s mind.

           Lesser Charm: You may plant a suggestion in a target’s mind, which they obey as if the thought had been their own (Will negates). The suggested course of activity must be limited to a sentence or two and must be a very simple request. The creature performs the suggested action until it finishes, or for 1 hour per caster level, whichever comes first. If you choose, you can instead specify conditions the creature should look for, (i.e., “you should search the next person who enters this room, looking for weapons.”) If the condition is not met before this duration expires, the activity is not performed.

           Greater Charm (1 Prana Point): This is the same as the Suggestion lesser charm, but may be up to a basic request. Very simple requests cause the save to be made with a -2 penalty. The target cannot be asked to do anything it would not normally do.



        Command (charm)
        You may directly control another creature’s body.

           Lesser Charm: You may force the target to perform one move, swift, or free action of your choice on its next turn (Will negates). This could include yelling loudly, falling to the ground, dropping its weapon, or moving in a generalized direction (away, toward, left, right, etc.) For the purpose of this talent, standing still is a free action. The target cannot use its other actions on that turn to undo the effect of this lesser charm (pick up a dropped weapon, move back to its old square, stand up if it fell down, etc.).

           Greater Charm (1 Prana Point): You take control of the target for as long as you concentrate, to a maximum of 1 round per caster level. (Will negates). The target is allowed a new saving throw as a free action each round at the end of its turn to throw off this control. Other than verbal actions, the target cannot perform an action of its own choice on its turn. While under your control, the target mentally fights you, and so can only be made to perform a single move action or standard action each round. The creature can move up to its speed and attack in the same round as a charge action. While you may command a target to use an item or perform magic, this does not grant you knowledge of the target’s magical abilities or inventory. While you can command a creature to stand still and take no action, you cannot command a creature to become helpless or give up its Dex bonus to AC.

        Enthrall (charm)
        You cause a creature to regard you as its friend. If you or your allies are attacking or threatening the creature, they gain a +5 bonus to their saving throw against this charm. A DC 25 Sense Motive check reveals the target of this charm has been enchanted.
        This is an enchantment (charm) effect instead of an enchantment (compulsion) effect.

           Lesser Charm: You increase the target’s disposition toward you by 1 step to a maximum of friendly for 1 minute per caster level (Will negates).

           Greater Charm (1 Prana Point): You increase the target’s disposition toward you to friendly for 1 minute per caster level (Will negates). You may make requests of the target, but asking it to do anything it would not normally do requires an opposed Charisma check, and it never obeys requests that are obviously fatal or against its nature, although the target may be convinced dangerous things are worth doing.



        Cloud: Talents marked with the (cloud) tag allow the caster to create clouds of mental energy that emanate from an area, object, or creature. Creatures are not affected by a cloud unless they enter its area, or otherwise interact with the cloud in a fashion designated by the talent. You may imbue an area, object, or creature at Close range with a cloud. An imbued item may be no larger than 5 cubic ft. per caster level in size. A creature may be up to the caster’s size + 1 size category for every 5 caster levels. It is possible to imbue a portion of an item or creature (a single head of a massive, two-headed dragon or a single segment of a lengthy carpet with blood smeared over it, for instance) but hiding a portion of an item or creature won’t prevent the whole of it from being noticed. Unless otherwise specified, a cloud’s radius extends from an item or creature as if the creature was the center of an imbued area measured as a radius.

       An imbued area may either be 10 ft. in radius + an extra 5 ft. per caster level, or a 10-ft. wide area that extends for  a length of 10 ft. + 10 ft. per caster level (such as would be appropriate to fill a 10 ft. wide hallway). Establishing a cloud requires a standard action that provokes attacks of opportunity. As with charms, most clouds have two strengths; lesser and greater. Prana point expenditures remain the same for the strengths, and you may only affect a creature with a cloud if you could also affect it with a charm. Similarly, you may only imbue the same item, creature, or area with a lesser cloud once per day.

        Dispersion (cloud)
        You imbue a creature or object with a field of refracting cogitative energy that makes it difficult to focus on what or where the field masks.

           Lesser Cloud: The creature or object becomes difficult to locate intentionally and almost impossible to stumble across accidentally. Disguise checks to recognize a creature and Perception checks required to locate such an object or person have their DCs increased by 1 + 1 for every 2 caster levels, and any creature with this ability placed upon them may immediately attempt to hide even if observed or without cover or concealment. Loud noises, sudden actions, or other typically noticeable events allow creatures near such an effect to make a Perception check (still modified by the lesser charm’s boost to DCs) to notice the creature. This effect lasts for a number of hours equal to your caster level. If the creature makes an attack against another creature, the effect automatically ends.


           Greater Cloud (1 Prana Point): In addition to the lesser effects of Dispersion, a magic skill check may be rolled at the time of casting, prompting a Will save from anyone in the cloud’s line of sight. If the check result is higher than any given observer’s Will save, then when the target is successfully hidden from direct observation the observer will forget about their active presence in the environment. If the observer is reminded about the target by being told of its presence or directly observing it, the observer gains another Will save to recall the target and the target’s significance to the current situation. (Successfully hiding again may, however, cause the observer to forget the target again.)

This message was lightly edited by the GM at 05:31, Tue 28 Nov 2017.

GM Natebob
 GM, 4 posts
 Homebrew World
 Egg of Creation
Tue 28 Nov 2017
at 05:30
DARK SPIRITCASTING
       Darkness: As a standard action, you may create a sphere of darkness with a radius of up to 10 ft + 5 ft per 2 caster levels, centered anywhere within Medium range. This darkness radiates from a central point, and cannot extend through walls. You must concentrate to maintain this sphere, but you may always spend 1 Prana Point as a free action to make the darkness last for 1 minute per level without concentration. You must remain within Medium range of the darkness to sustain it through concentration.

       In this darkness, bright light (including daylight) becomes dim light, imposing a 20% miss chance to attacks. Normal light and dim light become absolute darkness. Sources of normal light only produce dim light in a 5-foot radius, and sources of dim light disappear. This is not subject to Spell Resistance, but creatures with Darkvision may see in this darkness as normal. You may always dismiss one of your darkness effects as a free action.

       Talents designated as (darkness) add additional effects to a sphere of darkness. Only one such talent may be applied to an individual sphere of darkness, but areas of darkness with different effects may overlap. Individual darkness effects do not stack with themselves.

       If a Light sphere effect is created inside a darkness effect, the creator of the Light sphere effect must pass a magic skill check against the creator of the darkness effect. If the check succeeds, the Light sphere effect functions normally. Otherwise, it functions as any other light source, as described above.

         Thick Darkness (darkness)
         You may create a darkness effect that counts as difficult terrain.
         Creatures move at half speed through your darkness, cannot run or charge, and cannot make 5-ft steps.

This message was last edited by the GM at 05:31, Tue 28 Nov 2017.

GM Natebob
 GM, 5 posts
 Homebrew World
 Egg of Creation
Tue 28 Nov 2017
at 05:36
DEATH SPIRITCASTING
      Death Spiritcasting manifests in two ways, blasts of necromantic energy, called ghost strikes, and the reanimation of corpses as mindless undead.

         Ghost Strike: As a standard action, you may make a ghost strike, summoning negative energy and throwing it at a target within Medium range as a ranged touch attack. A ghost strike is considered a negative energy death effect, and as such has no effect on undead, constructs, elementals, and other creatures immune to such things (although some talents provide exceptions). Ghost strike effects do not stack with themselves.

         You have the ability to make the following ghost strikes:

         Exhausting Strike
         The subject of your ghost strike becomes fatigued for 1 round per caster level (Fortitude negates). You may spend 1 Prana Point to increases this effect to making the target exhausted for 1 minute per caster level (Fortitude negates). On a successful save, the target is still fatigued for 1 round. Unlike regular fatigue and exhaustion, these conditions do not reduce the target's Vigor Points, and end as soon as the duration expires.

         Bleeding Wounds
         You may make a ghost strike that deals 1 bleed of Vigor damage per 2 caster levels (minimum: 1; no save). Targets take damage on the round they are hit, plus each additional round until the bleed effect stops (usually through the Heal skill or an application of magical healing). You may spend 1 Prana Point before making this ghost strike to improve this effect to 1 bleed of Vigor damage per caster level (minimum: 2).

         Castigate Spirit
         You may make a ghost strike that harms spirits and undead, dealing 1d8 damage per 2 caster levels (minimum: 1d8, Will half). You may spend 1 Prana Point to instead heal the spirit or undead for this amount.

         Weakening Strike
         You may make a ghost strike that inflicts a 1d4 point penalty to the target’s Strength or Dexterity (your choice, Fortitude negates) for 1 round per level. You may spend 1 Prana Point to increase this reduction by half your caster level (minimum: 1) and cause a successful Fortitude save to only halve the effect instead of negate it. This cannot reduce the target’s Strength or Dexterity scores to less than 1.

      Reanimate: As a standard action, you may touch an intact dead body and spend 1 Prana Point to reanimate it as a zombie or skeleton (depending on the composition of the body in question) for 1 minute per caster level. This creature gains the zombie or skeleton template and obeys your commands, although only simple commands such as “go”, “stay”, “attack”, or “guard” are understandable. A reanimated body cannot speak and has no knowledge or ability to think and so cannot answer questions or reveal anything it knew in life. When the duration expires, the body collapses until reanimated again. It does not regain hit pints between reanimations. If reduced to 0 hp, the body collapses and is destroyed; it cannot be reanimated again.

You may have a total number of reanimated creatures active at any one time whose combined Hit Dice does not exceed twice your caster level. If you attempt to reanimate a creature that would push your total beyond this limit, your reanimated creatures cease to be reanimated sequentially from oldest to newest until the Hit Dice total is low enough to permit the new reanimated creature. You cannot reanimate a creature with more Hit Dice than twice your caster level, and creatures with more than 20 racial Hit Dice can never become skeletons or zombies.



ADVANCED TALENTS
          Summon Spirit
          Prerequisites: Death sphere, 5th caster level or higher.

You may spend 3 Prana points and 1 hour to summon the spirit of a dead creature. You must know the exact creature you are trying to summon and be able to designate them (such as their name or place and time of death, etc.) and the more familiar you are with the spirit and the more recently they died, the more likely they are to appear. The spirit you are trying to summon is allowed a Will save with the following modifiers depending on your knowledge and connection to the target, as well as its time of death:

            Table: Familiarity (Spirit)
             Knowledge                           Will Save Modifier
               None*                                    +10
       Secondhand (you have heard of the subject)        +5
       Firsthand (you have met the subject)              +0
       Familiar (you know the subject well)              -5

     *You must have some sort of connection (see below) to a creature of which you have no knowledge.

           Table: Connection (Spirit)
        Connection Will Save Modifier
   Likeness or picture           -2
   Possession or garment         -4
   Corpse/remains                -10

                       Table: Time Deceased
     Time the Creature has been Dead    Will Save Modifier
                 1 year                        +2
                 10 years                      +4
                100 years                      +6
               1000 years                      +8

On a successful saving throw, the target does not appear and may choose to retaliate spiritually, giving you 2 temporary negative levels that last 24 hours (meaning you must save against them becoming permanent). While friends may choose to purposefully fail their saving throw and come willingly, in most other cases being ripped from the afterlife is a horrid experience and can turn even the nicest of spirits hostile. If a spirit makes their saving throw against this effect they cannot be summoned again by the same caster for 1 month. Sometimes, the spirits of heroes, kings, and others are protected by Deity and are simply unable to be summoned.

Once a spirit has been summoned, you may do any of the following:

• You may ask one question per two caster levels. The corpse’s knowledge is limited to what it knew during life, including the languages it spoke. Answers may be brief, cryptic, or repetitive. A creature who would have opposed you in life may make a new Will save to refuse to answer or to lie with the Bluff skill.

• You may use the spirit as a component when creating an animated object or undead creature (Will negates if unwilling; if the spirit makes its save, it immediately returns to the afterlife as if it had made its original saving throw). You must create the undead creature or animated object as usual, but by placing the spirit into the target, the spirit is brought back to life within this new body.

The object or undead creature gains the mental attributes, personality, memories, etc. of the selected spirit, but otherwise is normal for its new creature type. (At the GM’s discretion, a spirit bound to a permanent animated object or undead creature may recover or gain class levels over time, but loses at least 1 level per Hit Die of its new form.) An undead creature or animated object created in this way is not automatically under your control.

This message was last edited by the GM at 05:57, Thu 30 Nov 2017.