Author Topic: [Tomb] Base Class - Spirit Warrior  (Read 548 times)


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[Tomb] Base Class - Spirit Warrior
« on: June 21, 2017, 01:33:35 PM »
Spirit Warrior base class
The spirit warrior is to the spirit shaman what the crusader is to the cleric.

Abilities: Wisdom is important to spirit warriors, allowing them to better understand the spirits that they interact with and to better use their own spiritual power to affect the physical world.
Alignment: Any.
Starting Gold: 5d4x10 (125 gp)
Starting Age: As ranger.

Hit Die: d10

Table: The Spirit Warrior








1+1+2+0+2Spiritual Force431
2+2+3+0+3Uncanny Dodge532
3+3+3+1+3Detect Spirits632
4+4+4+1+4Ghost Warrior632
5+5+4+1+4Spiritual Tenacity (half)742
6+6/+1+5+2+5Blessing of the Spirits743
7+7/+2+5+2+5Speak With Dead 1/day843
9+9/+4+6+3+6Spiritual Might943
11+11/+6/+1+7+3+7Speak With Dead 2/day1053
13+13/+8/+3+8+4+8Spirit Resilience1154
15+15/+10/+5+9+5+9Speak With Dead 3/day1264
17+17/+12/+7/+2+10+5+10Spiritual Tenacity (full)1364
19+19/+14/+9/+4+11+6+11Speak With Dead at will1464
20+20/+15/+10/+5+12+6+12Eternal Warrior1475

Class skills (4 + Int modifier per level): Balance, Concentration, Craft, Diplomacy, Handle Animal, Heal, Hide, Intimidate, Jump, Knowledge (nature), Knowledge (religion), Knowledge (the planes), Listen, Martial Lore, Move Silently, Profession, Sense Motive, Spot, and Survival.

Weapon and Armor Proficiency: As a spirit warrior, you are proficient with all simple and martial weapons, with light and medium armor, and with shields (other than tower shields).

Maneuvers: You begin your career with knowledge of four martial maneuvers. The disciplines available to you are Devoted Spirit, Diamond Mind, Shadow Hand, and Undying Call.

Once you know a maneuver, you must ready it before you can use it (see Maneuvers Readied, below). A maneuver usable by a spirit warrior is considered an extraordinary ability unless otherwise noted in its description. Your maneuvers are not affected by spell resistance, and you do not provoke attacks of opportunity when you initiate one.

You learn additional maneuvers at higher levels, as shown on the table above. You must meet a maneuver's prerequisite to learn it. See Table 3-1 (TOB 39), to determine the highest-level maneuvers you can learn.

Upon reaching 4th level, and at every even-numbered spirit warrior level after that (6th, 8th, 10th, and so on), you can choose to learn a new maneuver in place of one you already know. In effect, you lose the old maneuver in exchange for the new one. You can choose a new maneuver of any level you like, as long as you observe your restriction on the highest-level maneuvers you know; you need not replace the old maneuver with a maneuver of the same level. For example, upon reaching 10th level, you could trade in a single 1st-, 2nd-, 3rd- or 4th-level maneuver for a maneuver of 5th level or lower, as long as you meet the prerequisite of the new maneuver. You can swap only a single maneuver at any given level.

Maneuvers Readied: You can ready three of the four maneuvers you know at 1st level, and as you advance in level and learn more maneuvers, you are able to ready more, but you must choose which maneuvers to ready. You ready your maneuvers by meditating and exercising for 5 minutes. The maneuvers you choose remain readied until you decide to meditate again and change them. You need not sleep or rest for any long period of time to ready your maneuvers; any time you spend 5 minutes in meditation, you can change your readied maneuvers.

You begin an encounter with all your readied maneuvers unexpended, regardless of how many times you might have already used them since you chose them. When you initiate a maneuver, you expend it for the current encounter, so each of your readied maneuvers can be used once per encounter (until you recover them, as described below).

You can recover all expended maneuvers with a single full-round action. You cannot initiate a maneuver or change your stance while you are recovering your expended maneuvers, but you can remain in a stance in which you began your turn.

Stances Known: You begin play with knowledge of one stance from any discipline open to spirit warriors. At 2nd, 6th, 13th, and 20th level, you can choose additional stances. Unlike maneuvers, stances are not expended, and you do not have to ready them. All the stances you know are available to you at all times, and you can change the stance you are currently using as a swift action. A stance is an extraordinary ability unless otherwise stated in the stance description.

Unlike with maneuvers, you cannot learn a new stance at higher levels in place of one you already know.

Spiritual Force (Ex): Your intense connection with the spirit world inspires you to greater confidence and conviction in your dealings with others. You can use your Wisdom modifier in place of your Charisma modifier when determining the save DCs of your martial maneuvers and stances, on all Charisma checks, and Charisma-based skill checks. Further, should you be or ever become incorporeal, you can use your Wisdom modifier in place of your Charisma modifier when determining the deflection bonus to your AC that you gain due to your incorporeality.

Uncanny Dodge (Ex): Beginning at 2nd level, you gain uncanny dodge, as per the barbarian's uncanny dodge ability.

Detect Spirits (Sp): Beginning at 3rd level, you can sense the presence of spirits when you set your mind to it. At will, you can use detect spirits as a spell-like ability. It functions just like detect undead, except it detects creatures that are considered spirits.

Ghost Warrior (Su): Beginning at 4th level, you confer the ghost touch special ability to any weapon you hold for as long as you hold it. You also become resistant to the touch attacks of incorporeal creatures. Incorporeal touch attacks against you are resolved against your normal Armor Class (rather than ignoring your armor and shield bonuses).

Spiritual Tenacity (Ex): Starting at 5th level, you gain additional hit points equal to your spirit warrior level x by your Wisdom bonus (minimum +0) x 1/2. These additional hit points function just like hit points gained from a high Constitution score.

Beginning at 17th level, this improves to your full spirit warrior level multiplied by your Wisdom bonus (minimum +0).

Blessing of the Spirits (Sp): Starting at 6th level, you can perform a special rite to gain a special blessing. You go into a meditative state in which you travel to the spirit world. Performing the rite requires 10 minutes. You can only ward yourself with this ability and cannot perform the rite for anyone else. The blessing functions just like protection from evil, except it protects against spirits instead of evil creatures and effects and lasts until it is dismissed or dispelled. If this ability is dispelled, you can recreate it simply by taking 10 minutes to do so.

Speak With Dead (Sp): Beginning at 7th level, you can contact the souls of the recently deceased, as per the speak with dead spell. The save DC of this ability is Wisdom-based. Initially, you can use this ability once per day. This improves to twice per day at 11th level, three times per day at 15th level, and an unlimited number of times per day at 19th level.

Spiritual Might (Ex): Beginning at 9th level, you an insight bonus equal to your Wisdom bonus (minimum +0) on all damage rolls with attacks that threatened a critical hit (even if they did not confirm the crit). On a confirmed crit, this bonus damage is multiplied like any other damage bonus.

Spirit Resilience (Ex): Your connection with the spirit world allows you to transcend some of the distinctions between the living and the dead. Beginning at 13th level, you are healed by both positive and negative energy.

Eternal Warrior (Su): Starting at 20th level, should you perish in battle, you can continue your fight from beyond the veil. When you die or are destroyed, you can elect to rise the next morning (or 24 hours later, should you die on a plane without a diurnal cycle) as a ghostly version of yourself. You appear at either the location at which you died, the location of your corpse (or the largest remaining fragment thereof, if it has been destroyed), or a specific location chosen for this purpose before your demise (you can only have one such location chosen at a time). You are aware of the presence or absence of other creatures and of any immediate dangers in each area before you make your choice, although not of any particular details thereof.

Whichever location you choose, you appear as you were in life, with full hit points, but as an incorporeal creature and with incorporeal copies of all of your equipment that you died with. While you are in this state, you count as a spirit, and are thus fully affected by effects that apply against them. Further, while you are not undead like a ghost, you are not actually alive. Effects that target living creatures cannot affect you, and effects that return a creature to life can be used to bring you back from death.

You and your incorporeal gear remain in existence for up to 1 week, or until you are otherwise revived.

You can use this ability at most once per week.

Quote from: Complete Divine
Several of the spirit shaman's abilities affect spirits. For purposes of the spirit shaman's ability, a "spirit" includes any of the following creatures:
  • All incorporeal undead
  • All fey
  • All elementals
  • Creatures in astral form or with astral bodies (but not a creature physically present on the Astral Plane)
  • All creatures of the spirit subtype (see Oriental Adventures)
  • Spirit folk and telthors (see Unapproachable East)
  • Spirit creatures created by spells such as dream sight or wood wose (see Chapter 7).
In the spirit shaman's worldview, elementals and fey are simply spirits of nature, and incorporeal undead are the spirits of the dead.

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