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Revision as of 11:33, 13 December 2009 by Ghostwheel (talk | contribs) (Class Features)
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Author: Ghostwheel (talk)
Date Created: December 4, 2009
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Spiritualist

<-general description->.

Making a Spiritualist

The spiritualist is the master of spirits, binding forth a variety of different beings depending on their orientation. While some who have a connection to nature might call upon the spirits of plants and animals, others might call upon the essences of elementals, others bind demons and devils to their uses, while others still call upon saints and long-dead heroes to their aid.

Abilities: While spiritualists require Constitution first and foremost in order to power the rest of their abilities, they also require Intelligence in order to formulate the patterns necessary to get bring spirits forth to do things for them, Wisdom to impress spirits into people and objects, and Charisma to bind spirits into material representations. Dexterity is sometimes needed in order to dodge attacks and move swiftly, and Strength is rarely needed by the spiritualist.

Races: A being of any race can become a spiritualist, though those who have a deeper connection to otherworlds make for better spiritualists. Races that venerate physical strength and prowess like the orcs rarely become spiritualists though, preferring to beat their foes down themselves rather than allow spirits to do it for them.

Alignment: Any.

Starting Gold: 4d4×10 gp (100)

Starting Age: Complex

Table: The Spiritualist

Hit Die: d8

Level Base
Attack Bonus
Saving Throws Special Bindings
Known
Fort Ref Will
1st +0 +0 +0 +2 <-any class features gained at this level-> 3
2nd +1 +0 +0 +3 <-any class features gained at this level-> 4
3rd +1 +1 +1 +3 <-any class features gained at this level-> 5
4th +2 +1 +1 +4 <-any class features gained at this level-> 5
5th +2 +1 +1 +4 <-any class features gained at this level-> 6
6th +3 +2 +2 +5 <-any class features gained at this level-> 6
7th +3 +2 +2 +5 <-any class features gained at this level-> 7
8th +4 +2 +2 +6 <-any class features gained at this level-> 7
9th +4 +3 +3 +6 <-any class features gained at this level-> 8
10th +5 +3 +3 +7 <-any class features gained at this level-> 8
11th +5 +3 +3 +7 <-any class features gained at this level-> 9
12th +6 +4 +4 +8 <-any class features gained at this level-> 9
13th +6 +4 +4 +8 <-any class features gained at this level-> 10
14th +7 +4 +4 +9 <-any class features gained at this level-> 10
15th +7 +5 +5 +9 <-any class features gained at this level-> 11
16th +8 +5 +5 +10 <-any class features gained at this level-> 11
17th +8 +5 +5 +10 <-any class features gained at this level-> 12
18th +9 +6 +6 +11 <-any class features gained at this level-> 12
19th +9 +6 +6 +11 <-any class features gained at this level-> 13
20th +10 +6 +6 +12 <-any class features gained at this level-> 13

Class Skills (}

Class Features

All of the following are class features of the spiritualist.

Weapon and Armor Proficiency: Spiritualists are proficient with the club, dagger, heavy crossbow, light crossbow, quarterstaff, and shortspear. They are not proficient with any type of armor or shield. Light armor does not, however, interfere with the incantation of bindings, while medium and heavy armor do.

Bindings (Sp): From the very start, spiritualists learn to bind spirits in different forms; there are four different categories of bindings, which are spirits, essences, fetishes and incantations. All of these last for a number of rounds equal to three times the Spiritualist's Constitution modifier unless noted otherwise (minimum two rounds). A spiritualist knows a number of bindings equal to the number listed on the table above, and at level four and every even level afterwards he may switch out one binding he knows for another. Unlike other spell-like abilities, bindings have both somatic components and have a chance of failure as per arcane spell failure when the spiritualist is in medium or heavier armor.

Prestige classes that advance casting (either arcane or divine) advance the spiritualist's effective level as far as bindings go, but do not grant the spiritualist any more bindings known.

Spirits: The spiritualist binds a spirit to do his bidding, causing it to appear in any adjacent square. It takes one round to bring a spirit into being, and another for every additional spirit already on the field. (So if the spiritualist has two spirits out, bringing another one into being requires three rounds of binding.) Any saves creatures must make in response to spirits have a DC equal to 10 + 1/2 the spiritualist's level + the spiritualist's Wisdom modifier.

Spirits are Medium creatures that have the same saves as the spiritualist, effectively the same number of HD, and are considered Outsiders; they have a touch and flat-footed AC equal to 10 + 3/4 the spiritualist's level + the spiritualist's Wisdom modifier, and their effects are considered emanations. Spirits are weightless and cannot move or be moved from the spot from which they were summoned by any means, and have a number of HP equal to the (5 + the spiritualist's Wisdom modifier) times the spiritualists level; thus, a level 6 spiritualist with 12 Wisdom would bind spirits that have 36 HP. They are also immune to ability drain, ability damage, and negative levels, as well as to mind-affecting effects.

Essences: Essences bind a spirit into a creature, which grants the creature bonuses or penalties depending on the specific spirit. Charisma governs the power of essences, and any saves creatures must make to resist essences have a DC equal to 10 + 1/2 the spiritualist's level + the spiritualist's Charisma modifier.

Fetishes: Fetishes bind a spirit into the physical form of an item; upon binding a fetish, a physical manifestation of the spirit appears in one of the spiritualist's hand, and anything wielded in that hand disappears into the deep ethereal plane. Once the fetish leaves the spiritualist's hand, it disappears completely and the item that was there before reappears unchanged. Intelligence is the key ability for fetishes, and the DC of the effects of fetishes is equal to 10 + 1/2 the spiritualist's level + the spiritualist's Intelligence modifier.

<span id="<-psi-like class feature->"><-psi-like class feature-></span> (Ps): <-class feature game rule information->

<span id="<-spell-like class feature->"><-spell-like class feature-></span> (Sp): <-class feature game rule information->

<span id="<-supernatural class feature->"><-supernatural class feature-></span> (Su): <-class feature game rule information->

<span id="<-class feature->"><-class feature-></span>: <-class feature game rule information->

<span id="<-subclass feature->"><-subclass feature-></span> <-"(Ex)", "(Su)", "(Sp)", or "(Ps)" if applicable.->: <-subclass feature game rule information->

<-Lather, rinse...->

<-... repeat as necessary.->

<-Sample race of your choice-> <-class name-> Starting Package

Weapons: <-Weapon selection for starting at 1st level with this class.->.

Skill Selection: Pick a number of skills equal to 4 + Int modifier.

Skill Ranks Ability Armor
Check
Penalty
<-Skill name-> <-4 for class skills and 2 for cross-class skills-> <-Abbrieviated key ability-> <-armor check penalty based on starting armor. If innapplicable put "—"->
<-Skill name-> <-4 for class skills and 2 for cross-class skills-> <-Abbrieviated key ability-> <-armor check penalty based on starting armor. If innapplicable put "—"->

<-copy and paste the rows as necessary.->

Feat: <-1st-level feat selection->.

Bonus Feats: <-1st-level feat bonus feats due to class or sample race. remove this section if this sample doesn't get any bonus feats at 1st level. ->.

Gear: <-Starting armor and other equipment outside of weapons.->.

Gold: <-Starting gold using this package.->.




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