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Creating a Spirit
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"Spirit" is a template that can be added to any aberration, animal, beast, dragon, giant, humanoid, magical beast, monstrous humanoid, shapechanger, or undead.  The creature (referred to as "the base creature") must have a minimum Charisma score of 8.  Add the subtype "Incorporeal" to the creature's normal type.  It otherwise uses all the base creature's statistics and special abilities, except as noted.

Hit Dice: Increase to d12.

Speed: Spirits have a fly speed of 30 feet, unless tha base creature has a higher fly speed, with perfect maneuverability.

AC: Natural armor is the same as the base creature but applies only to other spirits and ethereal beings.  When the spirit manifests (see below), its natural armor value is +0, but it gains a deflection bonus equal to its Charisma modifier or +1, whichever is better.  When the spirit materializes (see below), its natural armor value is equal to that of the base creature.

Attacks: The spirit retain all of the attacks of the base creature, although attacks relying on physical contact only affect ethereal creatures, unless the spirit materializes (see below).

Damage: An incorporeal spirit uses the base creature's normal damage ratings against ethereal opponents.  A manifested spirit cannot deal physical damage, although it can use special abilities.  A materialized spirit uses the base creature's normal damage ratings.

Special Attacks: Spirits retain all of the base creature's special attacks, although those that rely on physical contact do not affect nonethereal creatures.  The spirit also has the manifestation ability, plus 1d3 other special attacks described below.  Saves against a spirit's special attacks have a DC of 10 + 1/2 the spirit's HD + spirit's Charisma modifier unless otherwise noted.
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Manifestation (Su): All spirits have this ability.  As ethereal creatures, they cannot affect or be affected by anything in the material world.  When they manifest, spirits become visible but remain incorporeal.  However, a manifested spirit can strike with its touch attack or a ghost touch weapon.  A manifested spirit remains on the Ethereal Plane but can be attacked by opponents on both the Material and Ethereal Planes.  When a spellcasting spirit is on the Ethereal Plane, its spells cannot affect targets on the Material Plane, but they work normally against Ethereal targets.  When a spellcasting spirit manifests, its spells continue to affect ethereal targets and can affect targets on the Material Plane normally unless the spells rely on touch.  A manifested spirit's touch spells don't work on material targets.

Materialization (Su): Some spirits can materialize, becomiong fully solid on the material plane while simulataneously existing on the Ethereal Plane.  The spirit has all of the base creature's normal physical abilities while materialized and retains all of its special abilities.  It can interact with both physical and ethereal opponents normally, including touching physical opponenets (and using touch spells and abilities on them). 

Possession (Su): At will, the spirit can merge its ethereal body with the physical body of a creature on the material plane.  This is similar to the magic jar spell cast at a sorcerer level equal to the spirit's hit dice, except a container is not required (the Ethereal Plane itself servces as the spirit's "container").  The target can resist the attack with a successful Will save (DC 15 + the spirit's Charisma modifier).  A target that successfully saves is immune to further possession attempts by that spirit for one day.

Spell-like Ability (Sp):
The spirit has one or more spell-like abilities it can use, either at will or a certain number of times per day.  These spells are cast at a caster level equal to the spirit's hit dice.  Generally, a spirit should have a caster level necessary to cast the spell in order to use it.  Common spells for spirits include animate objects, bestow curse, bless, cause fear, confusion, contagion, dancing lights, deathwatch, dream, emotion, faerie fire, ghost sound, light, open/close, seeming, sleep, suggestion, telekinesis, and tongues.  A spirit in ethereal form can only use it spells and spell-like abilities on physical and ethereal beings, but it cannot use touch spells on physical beings.  A materialized spirit can use spells and spell-like abilities on both physical and ethereal beings normally.

Spirit Touch (Su):
The spirit can attack physical beings while incorporeal.  Any target it hits with an incorporeal touch attack takes 1d4 points of damage, plus the spirit's Charisma modifier.  The spirit adds its Dexterity modifier to the attack roll. 
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