User:Ghostwheel/Spiritualist (3.5e Class)

Spiritualist
The border between the spiritual realms and the material plane have always been strong. They have withstood the test of time, having been there since the beginning, and keeping to this day. But some are able to transcend that border, breaking through the walls of reality and calling forth terrible spirits to work magics mere mortals are often incapable of. These individuals are known as spiritualists, and when one is around the barrier that keeps the spirit realms separate may grown thin and tattered at the spiritualist's whim.

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&times;10 gp (100)

Starting Age: Complex

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.

 (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. 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 under the spiritualist's control. (So if the spiritualist has two spirits out, bringing another one into being requires 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 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 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.

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.

Incantations: Incantations are all the miscellaneous abilities that spiritualists gain, and often grow in power if the spiritualist is holding a fetish or near a bound spirit which he created. Their DC is equal to 10 + 1/2 the spiritualist's level + the spiritualist's highest mental ability modifier.

 (Su): The spiritualist is closely connected to the spirits they interact with constantly, and gains a measure of their ability to see beyond the pale, his eyes adjusting to higher planes of existance. This ability increases with the Spiritualist's class level, allowing him to gain a greater understanding of the true nature of reality.


 * At first level, the spiritualist is constantly under the effect of the Deathwatch spell.
 * At fifth level, the spiritualist is constantly under the effects of the See Invisibility spell.
 * At eleventh level, the spiritualist is constantly under the effects of the Darkvision spell and can even see through magical darkness.
 * At seventeenth level, the spiritualist is constantly under the effects of the True Seeing spell.

 (Ex): A spiritualist knows when to hold on to the fetishes they summon, and when to let go and allow their effects to pass; at second level, a spiritualist may drop a held fetish as an Immediate action.

 (Su): Beginning at third level a spiritualist may shake the very fabric of the meta-reality within which spirits exist in order to damage enemy spirits in the area. Activating Chastise Spirits is a standard action which deals 1d6 damage per class level to all hostile spirits within 30' of the spiritualist; spirits may make a saving throw for half damage with a DC equal to 10 + 1/2 spiritualist level + the spiritualist's Charisma modifier. This ability automatically bypasses the 50% miss chance that Incorporeal creatures usually enjoy from magical effects, and may be used a number of times per day equal to 3 + the spiritualist's Charisma modifier.

For the purposes of this ability, a "spirit" is defined as any of the following:
 * Incorporeal undead
 * Fey
 * Elementals
 * Creatures in astral form or with astral bodies (though not creatures that are physically on the Astral Plane)
 * Anything else that the DM counts as a "spirit"

 (Su): Constantly whispering in the spiritualist's ear, friendly spirits constantly advise the spiritualist on how to best move in order to evade large explosions and similar effects. At fourth level, spiritualists gain an Insight bonus to Reflex saves equal to their Charisma modifier.

 (Sp): A spiritualist's connection with spirits grows, allowing him to speak with the spirits of the dead, the land, and at higher levels even spirits so far removed from reality that they can make out where the different threads of reality lead. At certain levels, the spiritualist gains the following abilities:


 * At fifth level, the spiritualist may use Speak with Dead once per hour and only once per dead creature.
 * At eleventh level, the spiritualist may use the spirits to gain an understanding of the surrounding environment, and gains the ability to use Commune with nature once per day.
 * At fifteenth level, the spiritualist gains a connection to otherworldly spirit entities who have great knowledge; however, disturbing the spirits can often anger them, leading to backlash against the spiritualist. The spiritualist may use Contact Other Plane once per day.

 (Su): Enemies that can't be seen or have special protection against the spiritualist and their allies are most troublesome; in order to counteract these troublesome spirits, spiritualists gain the ability to force them to become manifest. At level six as a standard action with a Medium range a spiritualist may force any Incorporeal creature to lose its 50% miss chance against attacks and be unable to go through solid objects, deny creatures with the supernatural ability to become Ethereal to do so, and force Ghosts who are currently manifest to remain manifest against their will. To resist against this the target must pass a Will save with a DC equal to 10 + 1/2 the spiritualist's level + the spiritualist's highest mental ability modifier.

 (Su): Spirits constantly whisper into the spiritualist's ear, translating what he hears and speak through his mouth, allowing him to converse with strange creatures of unknown origin. At seventh level, the spiritualist is constantly under the effect of the Tongues spell.

 (Ex): As the spiritualist gains in power, he gains the ability to follow friendly spirits on quests through which they learn new abilities. After resting for eight hours, the seventh level spiritualist may spend an hour in meditation while burning incense worth at least 100 gold to gain one of the following benefits:


 * The Burglar: The spiritualist effectively has a number of ranks in Hide, Move Silently, Open Lock, and Sleight of Hand equal to his class level +3.
 * The Hunter: The spiritualist gains the Track feat, and is treated as though he had a number of ranks in Survival equal to his class level + 3.
 * The Lorekeeper: The spiritualist gains the Bardic Knowledge ability, and for the purposes of this ability has a number of levels in bard equal to his class level.
 * The Mage: All of the spiritualist's mental ability scores count as being 2 higher for all of the spiritualist's abilities.
 * The Trapspringer: The spiritualist gains the Trapfinding ability, and effectively has a number of ranks in Disable Device and Search equal to his class level +3.
 * The Warrior: The spiritualist gains proficiency and Weapon Training with all bows, the Point Blank Shot and Precise Shot feats, is treated as having the BAB of a rogue when making attacks with bows, and gains bonus damage to all attacks made with bows equal to 1d6 for every two class levels he possesses.

Any feats gained through this ability may not be used to qualify for abilities such as feats or prestige classes. These bonuses last until the spiritualist undertakes another vision quest, upon which the new bonuses replace the old.

 (Sp): The spiritualist continues to unlock the power of spirits, and may don some of their abilities, gaining the ability to cast the following spells as spell-like abilities:


 * At eigth level, the spiritualist may cast Invisibility at will, though he may only target himself and the spell lasts a number of rounds equal to half his class level.
 * At thirteenth level, the spiritualist may cast Greater Invsibility once per hour, though he may only target himself with this ability.
 * At sixteenth level, the spiritualist may cast Ethereal Jaunt once per day.
 * At nineteenth level, the spiritualist may gain the Incorporeal subtype once per day. This lasts for a number of rounds equal to his class level, with all the benefits and penalties inherent in the subtype.

 (Su): At ninth level, a spiritualist gains a ghostly visage, allowing him to frighten enemies who might stand against him. Whenever the spiritualist charges, makes a full attack, or uses a binding, enemy creatures within 60' must make a Will save (DC 10 + 1/2 the spiritualist's level + the spiritualist's Charisma modifier) or be Shaken for one minute. Regardless of the outcome of the save, creatures are immune to the effects of this ability for twenty-four hours.

 (Su): As the spiritualist gathers more power, spirits are inclined to listen to him more often and form at his command to shroud and ally from damage, serving as a sort of buffer for that ally. At tenth level as an immediate action, a spiritualist may command the spirits to protect him or an ally within 10' per class level to reduce the amount of damage taken from a single effect or attack by 10 per every class level. Non-spiritualist levels count as 1/2 class levels for the purpose of this ability.

 (Ex): As the spiritualist understands his bindings with increased clarity, he learns to "double up" on them. At twelth level, a spiritualist may use two bindings as a full-round action once per encounter. At eighteenth level this ability may be used twice per encounter.

 (Sp): There are times when one wants spirits close by, yet others when one wants them far away, to send them to their final rest or simply to remove them from one's hair. At fourteenth level, a spiritualist may cast Banishment twice per day. However, unlike the spell, creatures that would be normally banished instead take 10 damage per spiritualist level. Non-spiritualist levels count as 1/2 for the purpose of this effect.

 (Sp): Undead are amongst the worst abominations, spirits forced to animate a dead body, against their true will (despite what their current thought processes might be). They should be put to rest so that they might haunt no one else. At fifteenth level, a spiritualist learns to return them to their proper place, and may cast Undeath to Death once per day. Rather than die outright, instead undead who fail their save take 10 damage per spiritualist level. Non-spiritualist levels count as 1/2 for the purpose of this effect.

 (Ex): The spiritualist dwells further into the workings of his bindings, learning the great intricacies of his abilities. Once per encounter at level eighteen he may use three bindings as a full-round action. This ability may not be used in conjunction with Double Incantation.

 (Su): At level 20 rather than go to his eternal resting place upon death, the spiritualist is instead able to bind his own soul. Upon death, the spiritualist appears in a ghostly form in the same square where he died, gaining either the Deathless type (explained below) or the Undead type (depending on his alignment), as well as the Incorporeal subtype and turn resistance of +4. Good spiritualists become Deathless while evil spiritualists become Undead; neutral spiritualists must choose one or the other upon gaining this class feature, and the choice may not be changed. A spiritualist appears with all the equipment he had as well as at full HP upon dying and any negative effects upon him completely negated as though they had never been afflicted, and may act normally at the beginning of his next turn. The spiritualist is immune to any of his own abilities that specifically affect him negatively in his new state (such as Chastise Spirits and Return to the Grave).

Despite the power that this state grants, there are also serious risks; if killed in his new form, the spiritualist suffers severe repercussions, and the only way to bring him back is a wish or miracle spell followed immediately by true resurrection. By working for eight hours without interruption, the spiritualist may rebuild his body through ectoplasm, and if interrupted he must start again from the beginning. At the end he may inhabit his body once more, and may use Spiritual Reincarnation if killed again.

Deathless Subtype
Deathless describes creatures that have died but returned to a kind of spiritual life. They are similar in many ways to both living creatures and undead. However, while undead represent a mockery of life and a violation of the natural order of life and death, the deathless merely stave off the inevitability of death for a short time in order to accomplish a righteous purpose. While undead draw their power from the Negative Energy plane, the deathless are strongly tied the Positive Energy plane, the birthplace of all souls. In fact, the deathless are little more than disincarnate souls, sometimes wrapped in material flesh, often incorporeal and hardly more substantial than a soul in its purest state

Features
A deathless creature has the following features.


 * 12-sided Hit Dice.
 * Base attack bonus eqital to 1/2 of total Hit Dice (as wizard). (Overwritten by the spiritualist's BAB.)
 * Good Will saves. (Overwritten by the spiritualist's saves.)
 * Skill points equal to (4 + Int modifier, minimum 1 per Hit Die, with quadruple skill points for the first Hit Die. (Overwritten by the spiritualist's skills.)

Traits
A deathless creature possesses the following traits (unless otherwise noted in a creature’s entry).


 * No Constitution score.
 * Darkvision out to 60 feet.
 * Immunity to all mind-affecting effects (charm compulsions, phantasms, patterns, and morale effects).
 * Immunity to poison, sleep effects, paralysis, stunning, disease, and death effects.
 * Not subject to critical hits, nonlethal damage, or ability drain. Immune to damage to its physical ability scores (Strength, Dexterity, and Constitution) as well as fatigue and exhaustion effects. Unlike undead, the deathless are subject to energy drain. Like living creatures, deathless are harmed by negative energy and healed by positive energy
 * Immunity to any effect that requires a Fortitude save, except for energy drain attacks, effects that also work on objects, and harmless effects.
 * Cannot use the run action.
 * Uses Charisma modifier for Concentration checks.
 * Not at risk of death from massive damage, but when reduced to 0 hp or less, it is immediately destroyed.
 * Not affected by raise dead and reincarnate spells or abilities. Resurrection and true resurrection can affect the deathless if they are willing. These spells turn deathless creatures back into the living creatures they were before becoming deathless.
 * Evil clerics can turn or destroy deathless creatures as good clerics turn or destroy undead. Good clerics and paladins can rebuke, command, or bolster deathless creatures as evil clerics rebuke, command, or bolster undead.
 * Deathless creatures gain the same benefits from consecrate and hallow as undead do from desecrate and unhallow, and they are hindered by desecrate and unhallow as undead are by consecrate and hallow. Hide from undead and undeath to death also work against deathless. Detect undead and deathwatch also reveal deathless and allow the caster to distinguish deathless creatures from undead. Evil casters can be stunned by overwhelming auras of deathless creatures as good casters can be stunned by overwhelming undead auras. Use "undead" line in the detect evil spell description when deathless are in the area of detect good spell. Deathless are healed by disrupt undead and damaged by unholy water as undead are by holy water. Deathless are not affected by disrupting weapons. Spells that have greater than normal effect against undead creatures - including chill touch, magic stone, searing light, sunbeam, sunburst, and wall of fire - do not have these enhanced effects against deathless creatures. Deathless take only 1d6 points of damage per two caster levels from searing light. Spells such as command undead, control undead, create undead, create greater undead, and halt undead do not affect or create deathless creatures.
 * Proficient with its natural weapons and any weapons mentioned in its entries.
 * Proficient in whatever type of armor (light, medium, or heavy) it is described as wearing, as well as all lighter types. Deathless not listed as wearing armor are not proficient with armor.
 * Deathless do not breathe, eat, or sleep.