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Spirit Speaker

(Source: Honor and Shadow)

Requirements

Race: Dorn.
Base Attack Bonus: +5.
Skills: Knowledge (spirits) 5 ranks.
Feats: Greater Spellcasting (conjuration), Magecraft (spiritual), Spellcasting (conjuration), and either Armor Proficiency (Light) or Shield Proficiency
Language: Norther.
Special: Able to cast at least one greater conjuration spell of 3rd level or higher.


Hit Die: d8.

Class Skills: Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Heal (Wis), Intimidate (Cha), Jump (Str), Knowledge (arcana) (Int), Knowledge (spirits) (Int), Profession (Wis), Ride (Dex), Sense Motive (Wis), Speak Language (n/a), Spellcraft (Int), Survival (Wis) and Swim (Str).

Skill Points at Each Level: 6 + Int modifier.

Class Features

Weapon and Armor Proficiency: A spirit speaker gains no proficiency with any weapon or armor.

Ancestral Spellcasting: Spirit speaker levels grant benefits similar to channeler levels with regards to the art of magic, bonus spells, and bonus spell energy, but within very specific limitations. Spirit speaker levels stack with channeler levels for the purposes of determining the character's caster level for conjuration and greater conjuration spells, as well as for determining highest-level conjuration or greater conjuration spells that the character can cast. A character with more spirit speaker and channeler levels than levels in other classes adds +1 to his character level to determine highest-level conjuration and greater conjuration spells he can cast. Additionally, each time the character receives a new spirit speaker level, he gains one new conjuration or greater conjuration spell of any level and school he can cast. Finally, the chracter's maximum spell energy increases by one point for every level of spirit speaker he gains.

For determining the caster level and spell progression availability of all other spells, the character's caster level increases by one for every two spirit levels (though he retains the +1 for having more spirit speaker and channeler levels than other classes).

Summon Ancestor: Upon taking the first level of this class, the spirit speaker addes summon ancestral warrior and summon ancestral hero to his list of spells known, regardless of whether or not he can currently cast them. When casting either of these spells, the spirit speaker pays 50 vp less per spirit speaker level he has.

Armored Casting (Ex): The spirit speaker becomes used to wearing armor while casting spells. At 2nd level, the arcane spell failure of any armor or shield is decreased by 5%. Every other level thereafter, the arcane spell failure is decreased by another 5%.

Augment Summoning: At 2nd level, any time the spirit speaker summons an ancestral hero, ancestral warrior, Meruros, or Tadulos, the summoned creature gains benefits as if it had been summoned with the Augment Summoning feat. If the spirit speaker already has the Augment Summoning feat, these benefits stack.

Ancestral Recall (Su): The spirit speaker communes with the heroic dead in order to learn from their example. At 3rd level, once per day the spirit speaker can spend a full-round action to cast about for the whispers of the ancestors and reroll a failed Knowledge check. The spirit speaker gains a competence bonus to this Knowledge check equal to his class level. This ability requires concentration and draws attacks of opportunity.

Bonus Feat: At 3rd, 6th, and 9th levels the spirit speaker gains a bonus feat. These bonus feats must be chosen from Extra Gift, Spell Knowledge, or any item creation feat.

Call Tadulos: A 4th-level spirit speaker can enter into a pact with one of the Vigdir. By forging a deal with a Tadulos, the spirit speaker can arrange for the summoning of the Tadulos ahead of time to be triggered by some other event. This functions as described for the contingency spell. The spell is cast instantly when the trigger event occurs. Once called, the Tadulos remains for one round per caster level of the spirit speaker.

In order to call the Tadulos and forge the pact, the spirit speaker must spend 24 uninterrupted hous performing the ritual and expend 6 points of spell energy. When the Tadulos arrives to fulfill its part of the pact, it claims a portion of the spirit speaker's life: he immediately loses 6 points of spell energy (some or all of which may be suffered as Constitution damage), and permanently loses 100 XP.

The conditions needed to call the Tadulos must be clear, although they can be general. If complicated or convoluted conditions are prescribed, the call may fail when triggered. The calling occurs based solely on the stated conditions, regardless of whether the spirit speaker wants it to. A spirit speaker can have only one pact with any of the Vigdir active at a time.

Ancestral Warnings (Su): Always open to the existence beyond normal senses, the spirit speaker hears whispers of the ancestors warning him of danger. Starting at 5th level, the spirit speaker receives a +2 competence bonus to Initiative checks.

Gaze of the Meruros (Su): The Meruros traffic in fear and death. Once the spirit speaker has achieved 5th level in this class, he gains a limited portion of that power. Once per day as a standard action, the spirit speaker can cast his gaze upon a single target. The target is affected as per a fear spell with a DC equal to 10 + the spirit speaker's class levels + his Charisma modifier.

Ancestral Favor (Su): By 7th level, the spirit speaker has become favored by the Vigdir. They seek to guide the spirit speaker until such time as his heroic death is before them. Once per day before knowing the results of a saving throw, the spirit speaker can chose to reroll a saving throw he has just made. The spirit speaker must accept the second roll of the die, even if it is lower. Should the spirit speaker be undertaking a truly heroic action, they may deem that the Dorn's time has ended, revoking their favor and preventing this ability from being used (based on the DM's discretion).

Gift of the Vigdir: At 8th level, the spirit speaker gains the power of legend. The spirit speaker gains the ability to cast raise dead as a 5th-level channeler spell, with the following exceptions. The spell is considered a greater conjuration (calling) spell. The target of the spell must be a Dorn, and even then, the reprieve from death comes with a price. The spirit speaker must name a condition that the target of the spell must fulfill, such as a quest that he left uncompleted or a murder left unavenged. This must be a goal that the fallen warrior held sacred in life, though the spirit speaker might share the goal. the individual who is returned to life has one day per casterlevel of the spirit speaker to complete the task. At the end of that time, or when the task is fulfilled, the target dies for the last and final time. If the subject of the raise dead spurns the gift of the Vigdir and avoids completing his assigned task, the Vigdir punish his cowardice and drain 2 points of Constitution each day until the Dorn returns to his or her task. This damage cannot be healed until the individual returned to life takes up the mission again. Should the character's Constitution be reduce to zero in this manner, he simply fades away, his soul having been reclaimed.

if a Dorn dies in peace, with nothing left undone (an unlikely event in this brutal afe of shame and loss), he cannot be raised from the dead in this manner.

Call Meruros: A 9th-level spirit speaker has further tied himself to the Vigdir. By forging a deal with a Meruros, the spirit speaker can arrange for the summoning of the Meruros ahead of time to be triggered by some other event. This functions exactly as call Tadulos above, except as noted here.

The Meruruos demands a higher price. The spirit speaker must expend 12 points of spell energy, both to forge the pact and to pay the Meruros upon its arrival; additionally, the summoning costs the spirit speaker 250 XP.

Breath of the Vigdir: At 10th level, the spirit speaker gains power seldom seen anywhere else in the world. By negotiating with the Vigdir, the spirit speaker gains the ability to cast true resurrection on a fellow Dorn as a 9th-level channeler spell. The spell is considered a greater conjuration (calling) spell. This ability functions as the gift of the Vigdir ability, with one exception: the individual returned to life has one week per caster level of the spirit speaker to complete the unfinished task.

Class
Level
Base
Attack
Bonus
Fort
Save
Ref
Save
Will
Save
Special
1st +0 +2 +0 +2 Ancestral spellcasting, summon ancestor
2nd +1 +3 +0 +3 Armored casting 5%, augment summoning
3rd +2 +3 +1 +3 Ancestral recall, bonus feat
4th +3 +4 +1 +4 Armored casting 10%, call Tadulos
5th +3 +4 +1 +4 Ancestral warnings, gaze of the Meruros
6th +4 +5 +2 +5 Armored casting 15%, bonus feat
7th +5 +5 +2 +5 Ancestral favor
8th +6 +6 +2 +6 Armored casting 20%, gift of the Vigdir
9th +6 +6 +3 +6 Call Meruros, bonus feat
10th +7 +7 +3 +7 Armored casting 25%, breath of the Vigdir