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Creating a Spirit - Continued
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Special Qualities: A spirit has all the special qualities of the base creature and those listed below.  Spirits add the benefits of the incorporeal subtype (described below).
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Incorporeal (Ex): Spirits in their natural form can only be harmed by other incorporeal creatures, +1 or better magic weapons, and spells, spell-like abilities, or supernatural abilities.  They are immune to all nonmagical attack forms and weapons.  Even when hit by spells or magic weapons, spirits have a 50% chance to ignore damage from a corporeal source (except for force effects or attacks made with ghost touch weapons).  Spirits can pass through solid objects at will, but not force effects.  Their attacks pass through and ignore natural armor, worn armor, and shields, although deflection bonuses and force effects like mage armor work against them.  Incorporeal spirits are invisible, inaudible, insubstantial, and scentless to material beings and cannot be detected without the use of efffects like see inivisibility or tree seeing.  Spirits in incorporeal form have no Strength score, so their Dexterity modifier applis to both melee and ranged attacks.

Rejuvenation (Su): In most cases, it's difficult to destroy a spirit through simple combat.  The "destroyed" spirit will often restore itself in 2d4 days.  Even the most powerful spells are often only temporary solutions.  A spirit that would otherwise be destroyed returns to its old haunts with a successful level check (1d20 + spirit's level or HD) against DC 16.  As a rule, the only way to get rid of a spirit for sure is to determine the reason for its existence and destroy it.  The exact means varies from spirit to spirit and may require a good deal of search. 

Turn Resistance (Ex): Some spirits may have a greater resistance to being rebuked or controlled by shamans.  The spirit adds its turn resistance to its level or HD for determining its effective HD for purposes of being turned or rebuked. 
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Saves: Same as the base creature.

Abilities: Same as the base creature except spirits have a +4 racial bonus to Charisma.

Skills: Spirits receive a +8 racial bonus to Hide, Listen, Search, and Spot.  Otherwise the same as the base creature.

Climate/Terrain: Any.

Organization: Solitary, group (2-4) or horde (7-12).

Challenge Rating: Same as the base creature +2.

Treasure: Usually none.

Alignment: Any

Advancement: Same as the base creature.
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Shaman
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