Spirit Caller

 

Background:

With the death of so many in the ‘Great Purge’ and the Fall.  Families and history were torn asunder.  The people of Talinar believe that the spirits of the past could contact and guide those of the future, and this is true to some extent.  The spirit caller is able to commune with the spirits of past family members.  This is a rare gift and one that cannot be taught.  Those who are to become spirit masters must first have The Sight.  It is believed that the celestial court holds some sway over who receives the gift though it is still largely unclear how beings are chosen.  Once someone with the gift is identified they are generally paired with an experienced spirit caller.  The boon of the sight also comes with peril for a weak and untrained spirit caller is easy pray to a blood raged spirit.  While the sight might manifest differently from one spirit caller to the next it is clear that the power has the same effect for any who can tap into it.  Where Shugenja hold sway over the elements a spirit caller holds sway over the spirit realm a power not to be trifled with.  It is thought all living things contain a spirit in some elementary form or another and a spirit master can commune with them all given time and training.

 

Abilities:

Charisma determines how powerful a spell a spirit caller can cast, how many spells the spirit caller can cast per day, and how hard those spells are to resist. To cast a spell, a spirit caller must have a Charisma score of 10 + the spell's level. A spirit caller gets bonus spells based on Charisma. The Difficulty Class of a saving throw against a spirit caller's spell is 10 + the spell's level + the spirit caller's Charisma modifier. A high Constitution improves a spirit caller's hit points, and a high charisma improves the spirit caller's saving throws.

 

Hit Dice:

d6

 

Skills:

The spirit caller's class skills are Climb (Str), Craft (Int), Fly (Dex), Handle Animal (Cha), Heal (Wis), Knowledge (geography) (Int), Knowledge (nature) (Int), Perception (Wis), Profession (Wis), Ride (Dex), Spellcraft (Int), Survival (Wis), and Swim (Str).

 

Skill Points at 1st level: (4 + Int modifier) x4.

Skill Points at Each Additional Level: 4 + Int modifier.

 

Weapon and Armor Proficiency:

Spirit Callers are proficient with all simple weapons but no armor.  They do not suffer from arcane spell failure however since their spells are divine in nature.

 

Spirit Caller Abilities

 

Class

Base

Fort

Ref

Will

 

Level

Attack Bonus

Save

Save

Save

Special

1

+0

2

0

2

The Sight, Spirit Guide

2

+1

3

0

3

Restore Spirit

3

+2

3

1

3

Insightful Spirit

4

+3

4

1

4

Spirit Ward

5

+3

4

1

4

Commune with Spirits

6

+4

5

2

5

Watchful Spirit

7

+5

5

2

5

Spirit Warrior

8

+6/+1

6

2

6

 

9

+6/+1

6

3

6

The Path

 

The Paths:

After reaching 9th level a spirit caller must decide the path she will walk.  This offers the spirit caller three choices how her powers now develop.  Other route may exist but the Warrior, the Mystic, and the Caller are the most natural and common.  The entirety of 9th level is spent training for the path so that once a Spirit Caller reaches 10th level they are able to learn on their own.

Path of The Mystic Path of the Warrior Path of the Caller

 

Spells:

A Spirit Caller casts divine spells from the druid spell list.  She can cast any spell she has retrieved, much like a bard or sorcerer can cast any spell she knows without preparing it ahead of time.

      To retrieve or cast a spell, a spirit shaman must have a Wisdom score of at least 10 + the spell level (Charisma 10 for 0-level spells, Charisma 11 for 1st-level spells, and so on). The Difficulty Class for a saving throw against a spirit shaman’s spell is 10 + the spell level + the spirit shaman’s Charisma modifier.

      Like other spell casters, a spirit shaman can cast only a certain number of spells of each spell level per day.  Her base daily spell allotment is given on Table: Spell Per Day.  In addition, she receives bonus spells per day if she has a high Charisma score (Table 1-1: Ability Modifiers and Bonus Spells, page 8 of the Player’s Handbook).

      Like a sorcerer, a spirit shaman knows only a small number of spells.  However, each day a spirit shaman may change the spells she knows.  When a spirit shaman meditates to regain her daily allotment of spells (see below), she sends forth her spirit guide to bargain with the spirits and retrieve knowledge of the specific druid spells she will be able to use that day.  She can cast any spell she has retrieved at any time, assuming she has not yet used up her spells per day for that spell level.  For example, a 3rd-level spirit shaman can retrieve three 0-level, two 1st-level, and one 2nd-level druid spells.  She can cast 0-level spells five times, 1st-level spells four times, and her 2nd-level spell two times in the course of the day.  She might end up using the same 0-level spell five times or one 0-level spell two times and another 0-level spell three times or any combination that adds up to five uses of any of her 0-level spells.

      If a spirit shaman knows any metamagic feats she applies, them to her spells when she retrieves her spells for the day.  For example, a spirit caller might choose to retrieve an empowered flame strike by using a 6th-level spell retrieved slot.  Any time she uses flame strike during the ensuing day, she must use a 6th-level spell slot to cast it, and it is always empowered.  A spirit caller could use a 4th-level spell slot and a 6th-level spell slot to retrieve flame strike and empowered flame strike.  If she wanted to have both spells available to her in a day.  A spirit shaman cannot choose to alter her spells with metamagic feats on the fly, as other spontaneous casters do.  Spirit callers using metamagic feats do not have an increased casting time as sorcerers do.

      Each spirit caller must choose a time at which she must spend 1 hour in quiet meditation to regain her daily allotment of spells and bargain with the spirits for the specific spells she knows on that day.

 

            Spells Retrieved Per Day

Level

0

1st

2nd

3rd

4th

5th

6th

7th

8th

9th

1

3

1

 

 

 

 

 

 

 

 

2

3

2

 

 

 

 

 

 

 

 

3

3

2

1

 

 

 

 

 

 

 

4

3

3

1

 

 

 

 

 

 

 

5

3

3

1

1

 

 

 

 

 

 

6

3

3

2

1

 

 

 

 

 

 

7

3

3

2

1

1

 

 

 

 

 

8

3

3

2

2

1

 

 

 

 

 

9

3

3

3

2

1

1

 

 

 

 

10

3

3

3

2

2

1

 

 

 

 

11

3

3

3

3

2

1

1

 

 

 

12

3

3

3

3

2

2

1

 

 

 

13

3

3

3

3

3

2

1

1

 

 

14

3

3

3

3

3

2

2

1

 

 

15

3

3

3

3

3

3

2

1

1

 

16

3

3

3

3

3

3

2

2

1

 

17

3

3

3

3

3

3

3

2

1

1

18

3

3

3

3

3

3

3

2

2

1

19

3

3

3

3

3

3

3

3

2

2

20

3

3

3

3

3

3

3

3

3

2

  

              Spells Slots Per Day

Level

0

1st

2nd

3rd

4th

5th

6th

7th

8th

9th

1

3

2

 

 

 

 

 

 

 

 

2

4

3

 

 

 

 

 

 

 

 

3

5

4

2

 

 

 

 

 

 

 

4

6

5

3

 

 

 

 

 

 

 

5

6

6

4

2

 

 

 

 

 

 

6

6

6

5

3

 

 

 

 

 

 

7

6

6

6

4

2

 

 

 

 

 

8

6

6

6

5

3

 

 

 

 

 

9

6

6

6

6

4

2

 

 

 

 

10

6

6

6

6

5

3

 

 

 

 

11

6

6

6

6

6

4

2

 

 

 

12

6

6

6

6

6

5

3

 

 

 

13

6

6

6

6

6

6

4

2

 

 

14

6

6

6

6

6

6

5

3

 

 

15

6

6

6

6

6

6

6

4

2

 

16

6

6

6

6

6

6

6

5

3

 

17

6

6

6

6

6

6

6

6

4

2

18

6

6

6

6

6

6

6

6

5

3

19

6

6

6

6

6

6

6

6

6

4

20

6

6

6

6

6

6

6

6

6

5

 

 

1