Spirit Walker
Spirit Walker is a D&D 3.5 character class from HPG. Hit die d8.
Requirements
Race: Any, though all known spirit walkers are tauren or, rarely, orcs. Affiliation: Any, though all known spirit walkers are members of the Horde. Skills: Knowledge (religion) 8 ranks, Knowledge (the planes) 8 ranks. Feats: Follower of the T otem, Vision Quest (see Spells: Ability to cast 2nd-level shaman spells.
- Type
- Prestige
- Hit Die
- d8
Class Skills
Advancement
| Level | BAB | Fort | Ref | Will | Special | Spells |
|---|---|---|---|---|---|---|
| 2 | +1 | +0 | +0 | +3 | Ancient knowledge | +1 level of existing divine spellcaster class |
| 3 | +2 | +1 | +1 | +3 | - | +1 level of existing divine spellcaster class |
| 4 | +3 | +1 | +1 | +4 | Disorientation, spirit form | +1 level of existing divine spellcaster class |
| 5 | +3 | +1 | +1 | +4 | Ancient battles 1/day | +1 level of existing divine spellcaster class |
| 6 | +4 | +2 | +2 | +5 | Ancient knowledge | +1 level of existing divine spellcaster class |
| 7 | +5 | +2 | +2 | +5 | - | +1 level of existing divine spellcaster class |
| 8 | +6 | +2 | +2 | +6 | Disorientation, mass spirit form | +1 level of existing divine spellcaster class |
| 9 | +6 | +3 | +3 | +6 | Ancient tactics | +1 level of existing divine spellcaster class |
| 10 | +7 | +3 | +3 | +7 | Ancient battles 2/day, summon ancestral spirit | +1 level of existing divine spellcaster class |
A spirit walker's ancient eyes shine with the light of a thousand souls. His body is a vessel, a conduit from the land of the dead to the land of the living. Through him rushes the power and the knowledge of his tribal ancestors, a rush that both intoxicates and disorients. The spirit walker wields the power of countless minds if he proves strong enough to bear the weight of so many souls. Tauren and orcs revere spirit walkers, but also fear them. The spirit walker lives only partially in the mortal world. His mind roams freely and countless personalities invade his memories and his thoughts. When speaking to a spirit walker, one can never be entirely certain that only the spirit walker
Weapon and Armor Proficiency: The spirit walker is proficient with all simple weapons. Tauren spirit walkers are also proficient with tauren totems. Orc spirit walkers are also proficient with orc claws of attack. Spell Slots per Day: Every time a spirit walker gains a level in this class, he gains new spell slots per day as if he had also gained a level in the divine spellcasting class in which he could cast 2nd-level shaman spells before he added the spirit walker level. He does not gain any other benefit a character from that class would have gained. If he had more than one divine spellcasting class in which he could cast 2nd-level shaman spells before he became a spirit walker, he must decide to which class he adds each level of spirit walker for the purpose of determining spells per day.
Spiritus Mundi (Sp): The spirit walker can tap into the collective memory of his ancestors. He understands things and can't explain why, and recognizes people he has no way of knowing. His memories are tangled and twisted with those of his spirit kin, and sometimes he isn't sure whose memories he is remembering. This ability manifests as odd little snippets of knowledge, fragments of legend and song and little-known facts about mysterious areas. A spirit walker may make a spiritus mundi check with a bonus equal to his spirit walker level + his Intellect modifier to see whether he knows some relevant information about local notable people, legendary items, or noteworthy places. The spirit walker may not take 10 or take 20 on this check. The GM determines the difficulty class of the check based on the table below. Ancient Knowledge: At second level, the spirit walker gains a +2 bonus on checks with a single Knowledge skill that he chooses. At 6th level he gains another +2 bonus on checks with a different Knowledge skill. Table 3-13: Spiritus Mundi DCs Check Result 10 Common legends, living people, well-known locations 15 Uncommon legends, people dead less than 50 years, locations known only to the spirit walker' s people 20 Obscure legends, people dead less than 500 years, forgotten locations Ancient legends, people dead less than 1,000 years, well-hidden locations Fantastic legends, people dead any amount of time, locations long forgotten and never recorded in text D isorientation: At 4th level, the stress of channeling so many spirits begins to tell on the spirit walker's psyche. He takes a -4 penalty on saves made to see through illusions. At 8th level this disorientation worsens, and the spirit walker takes a -4 penalty on saves made to resist enchantment spells and effects.
Spirit Form (Su): At 4th level, once per day, as a standard action that does not provoke attacks of opportunity, the spirit walker can turn himself and everything he carries (up to 250 pounds of equipment) incorporeal. He remains incorporeal until he chooses to end this effect, or for a number of rounds equal to his spirit walker levels + his Spirit modifier.
Ancient Battles (Su): At 5th level, sometimes the spirit walker receives a flash of insight while in combat. He remembers past battles of countless ancient spirits, each one guiding him in his present battle. As a free action, he grants himself an insight bonus equal to his spirit walker level on his next attack roll. He may use this ability once per day at 5th level and twice per day at 10th level.
Mass Spirit Form (Su): At 7th level, the spirit walker may make allies incorporeal along with himself. When activating his spirit form class feature, the spirit walker may target up to one ally per two spirit walker levels who also become incorporeal. Each can carry up to 250 pounds of equipment. Each ally enters spirit form when the spirit walker does, and leaves spirit form when the spirit walker does.
Ancient Tactics (Su): At 9th level, the spirit walker remembers ancestral battles in such detail that he can modify his tactics in combat. The spirit walker can gain a dodge bonus to AC equal to half his spirit walker level. He can activate this ability as a free action, and can maintain it for a number of rounds per day equal to his spirit walker level. He does not have to manifest the bonus on consecutive rounds, but the total number of rounds per day cannot exceed his spirit walker level.
Summon Ancestral Spirit (Sp): At 10th level, the spirit walker can summon a specific ancestor spirit into the physical world. This spirit is the same race as the spirit walker and has 12 class levels. The spirit walker chooses a name for the spirit, as well as his classes and equipment (the ancestral spirit has 40,000 gp worth of equipment). The spirit walker should also have a good idea of the ancestral spirit's history, as this is a hero of his people. Summoning the ancestral spirit functions like summon monster, and the spirit walker can do so once per day. His caster level is equal to the caster level of his highest divine spellcasting class. Though the ancestral spirit is a spirit, it is a corporeal creature when the spirit walker summons it. No other creature can use the ancestral spirit's equipment. When the spirit walker gains a level, the ancestral spirit gains one as well. If the spirit walker loses a level, so does the ancestral spirit. If the ancestral spirit dies, the spirit walker cannot summon it again for 1 week. Table 3 -14: The Spirit Walker (Spw) Base Class Attack Fort Ref Will Level Bonus Save Save Save Special Spell Slots per Day 1st +0 +0 +0 +2 Spiritus mundi +1 level of existing divine spellcaster class 2nd +1 +0 +0 +3 Ancient knowledge +1 level of existing divine spellcaster class 3rd +2 +1 +1 +3 - +1 level of existing divine spellcaster class 4th +3 +1 +1 +4 Disorientation, spirit form +1 level of existing divine spellcaster class 5th +3 +1 +1 +4 Ancient battles 1/day +1 level of existing divine spellcaster class 6th +4 +2 +2 +5 Ancient knowledge +1 level of existing divine spellcaster class 7th +5 +2 +2 +5 - +1 level of existing divine spellcaster class 8th +6 +2 +2 +6 Disorientation, mass spirit form +1 level of existing divine spellcaster class 9th +6 +3 +3 +6 Ancient tactics +1 level of existing divine spellcaster class 10th +7 +3 +3 +7 Ancient battles 2/day, summon ancestral spirit +1 level of existing divine spellcaster class