Spirit Caller Class Abilities

The Sight

All spirit callers must have the sight to even begin the early training.  The sight is what allows a spirit caller to sense her ancestral spirit who offers their services to the caller.  The spirit tends to keep a watchful eye on the caller and confers the Alertness feat to the caller at all times it is present. 

 

Spirit Guide

((USE DRUID ANIMAL COMPANION PATHFINDER FOR BASE STATS))

The spirit callers companion is treated like a druids animal companion with the following changes.

They keep their basic attacks with Cha mod as damage bonus instead of Str.  This effect cannot be a negative damage mod.

They do not have a strength score

They treat their natural armor bonus and any additional natural armor bonus as a deflection bonus to AC.

They always treat their natural armor as 0.

They add Charisma mod if it is positive and they never take a penalty to AC from a low Charisma mod.

Instead of adding Str / Dex at certain levels they add Cha / Dex

It has no Strength score, so its Dexterity modifier applies to its melee attacks, ranged attacks, and CMB.

 

Incorporeal Subtype: An incorporeal creature has no physical body. An incorporeal creature is immune to critical hits and precision-based damage (such as sneak attack damage) unless the attacks are made using a weapon with the ghost touch special weapon quality.

In addition, creatures with the incorporeal subtype gain the incorporeal special quality.

 

Incorporeal Special Quality:

Incorporeal (Ex): An incorporeal creature has no physical body. It can be harmed only by other incorporeal creatures, magic weapons or creatures that strike as magic weapons, and spells, spell-like abilities, or supernatural abilities. It is immune to all non-magical attack forms. Even when hit by spells or magic weapons, it takes only half damage from a corporeal source. Although it is not a magical attack, holy water affects incorporeal Undead. Corporeal spells and effects that do not cause damage only have a 50% chance of affecting an incorporeal creature (except for channel energy). Force spells and effects, such as from a magic missile, affect an incorporeal creature normally.

An incorporeal creature has no natural armor bonus but has a deflection bonus equal to its Charisma bonus (minimum +1, even if the creature’s Charisma score does not normally provide a bonus). An incorporeal creature can enter or pass through solid objects, but must remain adjacent to the object’s exterior, and so cannot pass entirely through an object whose space is larger than its own. It can sense the presence of creatures or objects within a square adjacent to its current location, but enemies have total concealment (50% miss chance) from an incorporeal creature that is inside an object. In order to see beyond the object it is in and attack normally, the incorporeal creature must emerge. An incorporeal creature inside an object has total cover, but when it attacks a creature outside the object it only has cover, so a creature outside with a readied action could strike at it as it attacks. An incorporeal creature cannot pass through a force effect.

An incorporeal creature’s attacks pass through (ignore) natural armor, armor, and shields, although deflection bonuses and force effects (such as mage armor) work normally against it. Incorporeal creatures pass through and operate in water as easily as they do in air. Incorporeal creatures cannot fall or take falling damage. Incorporeal creatures cannot make trip or grapple attacks, nor can they be tripped or grappled. In fact, they cannot take any physical action that would move or manipulate an opponent or its equipment, nor are they subject to such actions. Incorporeal creatures have no weight and do not set off traps that are triggered by weight.

An incorporeal creature moves silently and cannot be heard with Perception checks if it doesn’t wish to be. It has no Strength score, so its Dexterity modifier applies to its melee attacks, ranged attacks, and CMB. Nonvisual senses, such as scent and blindsight, are either ineffective or only partly effective with regard to incorporeal creatures. Incorporeal creatures have an innate sense of direction and can move at full speed even when they cannot see.

 

 

Restore Spirit

A spirit caller of 2nd level can attempt though forcefully to return spirits to the afterlife.  This is quite painful for the spirits targeted though a willing spirit will feel no pain. Restore Spirit causes a burst that affects all spirit creatures 30-foot radius centered on the cleric (This will not affect spirit companions). The amount of damage dealt is equal to 1d6 points of damage plus 1d6 points of damage for every two spirit caller levels beyond 1st (2d6 at 3rd, 3d6 at 5th, and so on) to a max of 10d6. Spirits that take damage from this energy receive a Will save to halve the damage.  The DC of this save is equal to 10 + 1/2 the spirit callers level + the caller's Charisma modifier. A spirit caller may restore spirit a number of times per day equal to 3 + her Charisma modifier. This is a standard action that does not provoke an attack of opportunity.

 

Insightful Spirit

The callers bond with her chosen spirit grows and she now gains the ability to detect spirit by scent.  She gains the scent feat as a bonus ability.  This only detects spirit type creatures and also allows her to track them by scent this is a survival check.  Once a scent is found all future rolls the caller may take 10 on even when running.  At normal movement she may take 15 on the check.

 

Spirit Ward

The Caller presence in this world and the spirit world are stronger than most and her spirit takes an active effort in her own protection.  She can now add her Charisma Mod to all saving throws.

 

Commune with Spirits

This ability functions just like Commune with Nature.  A spirit caller can call on the spirits in this fashion 1 week for every 5 levels beyond 5th she obtains (Max 4 times per week).  This ability will even function in a non-natural area such as a town (since the information is gained by spirits not nature).

 

Watchful Spirit

At this level of connection with her ancestral spirit the spirit is sometimes able to help a caller recover from the effects of enchantment and compulsion magic.  The spirit allows the caller a second saving throw against the effect.  If the second save fails then the effect runs its normal course.

 

Spirit Warrior

A spirit caller now has a connection beyond speaking with spirits now she can briefly enter their realm.  She now confers the ghost touch ability to any armor she wears or weapon she wields. 

1