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User:Ghostwheel/Spiritualist (3.5e Class)

36 bytes added, 01:05, 31 March 2010
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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. Furthermore, a Spiritualist counts as being able to cast spells (either arcane or divine) of a level equal to one-half his effective caster level for the purposes of filling the prerequisites of prestige classes or feats.
''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 round for every two additional spirit already on under the fieldspiritualist's conctrol. (So if the spiritualist has two spirits out, bringing another one into being requires three two 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. If a spiritualist binds a spirit of the same type which is already out, the first one disappears as though killed.
Spirits are [[Medium]] creatures that have the same saves as the spiritualist, effectively the same number of HD, and are considered [[SRD:Outsider|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 with a range of 10' per spiritualist level (begins at 40'). 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 spiritualist's class 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.
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