Spirit Incarnate PrC

Post/Author/DateTimePost
#1

Pennarin

Jul 21, 2004 19:34:41
I'm posting this one even though I doubt it needs correcting. I added of late an 'ability arc' continuing the initial Rage ability I gave the class.


[size=4]Spirit Incarnate[/size]

Spirit incarnates occur in areas protected by druids that are frequently despoiled by intruders, especially defilers. The desperation of those spirits of the land taking the brunt of the downward spiral affecting Athas reaches the druids of those lands and forces a conduit trough which they can affect their plight. Spirit incarnates will not hesitate to hunt down and eradicate defilers but most do not bother travellers who are respectful of nature. Many spirit incarnate are found amongst grove masters who see their lands ravaged by the actions of intelligent creatures. A certain duality becomes apparent in the thought processes and mannerisms of the druid as both his and the spirit of the land’s essence merge.
The rage and desperation of the spirit of the land is what permits this merging to occur, thus fiery half-elves are the best candidates to first feel the connection. Halflings, pterrans and aarakocras are also found as spirit incarnate due to their strong affinity to nature.
Spirit incarnates will often focus on an area that has been particuliary ravaged until the land as been restored to the fullest extent of their abilities. Those spirit incarnates that are also grove masters will restore their guarded lands and stay in the area to protect it from future harm. NPC spirit incarnate usually attack without warning travellers who arbor a defiler in their midst.

Hit Die: d8.

Requirements:
To qualify to become a spirit incarnate (Spi), a character must fulfill all the following criteria.
Skills: Knowledge (nature) 8 ranks.
Feats: Wastelander.
Special: Must have Wild Shape ability.

Class Skills:
The spirit incarnate’s class skills (and key ability for each skill) are Concentration (Con), Craft (Int), Handle Animal (Cha), Heal (Wis), Hide (Dex), Intimidate (Cha), Knowledge (nature) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Sense Motive (Wis), Spellcraft (Int), Spot (Wis), and Survival (Wis).

Skill Points at Each Level: 4 + Int modifier.
<br /> Level BAB Fort Ref Will <br /> --------------------------<br /> 1 +0 +2 +0 +2 <br /> 2 +1 +3 +0 +3<br /> 3 +2 +3 +1 +3 <br /> 4 +3 +4 +1 +4 <br /> 5 +3 +4 +1 +4 <br /> 6 +4 +5 +2 +5 <br /> 7 +5 +5 +2 +5 <br /> 8 +6 +6 +2 +6 <br /> 9 +6 +6 +3 +6 <br /> 10 +7 +7 +3 +7 <br /> *<br /> Level Special Abilities Spells<br /> --------------------------------------------------------------------------------<br /> 1 Perceive taint, sacrifice, spirit shape 1/day +1 Spellcaster Level<br /> 2 Rage +1 Spellcaster Level<br /> 3 +1 Spellcaster Level<br /> 4 Indomitable will, spirit shape 2/day +1 Spellcaster Level<br /> 5 Willful rage +1 Spellcaster Level <br /> 6 +1 Spellcaster Level <br /> 7 Animate features, spirit shape 3/day +1 Spellcaster Level<br /> 8 Tireless rage +1 Spellcaster Level <br /> 9 +1 Spellcaster Level <br /> 10 Cleansing fire, spirit shape 4/day +1 Spellcaster Level
#2

Pennarin

Jul 22, 2004 0:48:35
I renamed Rage into Righteous Rage. It does the same thing though.
I removed Indomitable Will and replaced it with Willful Rage, renamed Great Will (since its not an improvement on the rage ability per say).
The 5th level ability slot is now taken by this:

Spell Rage (Ex): By 4th level, a spirit incarnate can cast spells while in a rage, as long as the spell’s casting time is no more than 1 full round.
Level Special Abilities Spells<br /> --------------------------------------------------------------------------------<br /> 1 Perceive taint, sacrifice, spirit shape 1/day +1 Spellcaster Level<br /> 2 Righteous rage +1 Spellcaster Level<br /> 3 +1 Spellcaster Level<br /> 4 Great will, spirit shape 2/day +1 Spellcaster Level<br /> 5 Spell rage +1 Spellcaster Level <br /> 6 +1 Spellcaster Level <br /> 7 Animate features, spirit shape 3/day +1 Spellcaster Level<br /> 8 Tireless rage +1 Spellcaster Level <br /> 9 +1 Spellcaster Level <br /> 10 Cleansing fire, spirit shape 4/day +1 Spellcaster Level
#3

zombiegleemax

Jul 22, 2004 12:56:36
What? No fluff? Bleh!

Actually, looks good so far.
#4

Pennarin

Jul 22, 2004 17:41:49
Originally posted by Mach2.5
What? No fluff? Bleh!

Actually, looks good so far.

Since I wanted comments on the mechanics, I witheld the fluff.
If I didn't, with what would I surprise you all in the end? ;) You would already have seen everything...

But since you asked so nicely, I added the fluff above anyway.
#5

Pennarin

Aug 07, 2004 1:36:12
Here's the finished product.

[size=4]Spirit Incarnate[/size]

Spirit incarnates occur in areas protected by druids that are frequently despoiled by intruders, especially defilers. The desperation of those spirits of the land taking the brunt of the downward spiral affecting Athas reaches the druids of those lands and forces a conduit trough which they can affect their plight. Spirit incarnates will not hesitate to hunt down and eradicate wizards but most do not bother travellers who are respectful of nature. Many spirit incarnate are found amongst grove masters who see their lands ravaged by the actions of intelligent creatures. A certain duality becomes apparent in the thought processes and mannerisms of the druid as both his and the spirit of the land’s essence merge.
The rage and desperation of the spirit of the land is what permits this merging to occur, thus fiery half-elves are the best candidates to first feel the connection. Halflings, pterrans and aarakocras are also found as spirit incarnate due to their strong affinity to nature.
Spirit incarnates will often focus on an area that has been particuliary ravaged until the land as been restored to the fullest extent of their abilities. Those spirit incarnates that are also grove masters will restore their guarded lands and stay in the area to protect it from future harm. NPC spirit incarnate usually attack without warning travellers who arbor a wizard in their midst.

Hit Die: d8.

Requirements:
To qualify to become a spirit incarnate (Spi), a character must fulfill all the following criteria.
Skills: Knowledge (nature) 8 ranks.
Feats: Wastelander.
Special: Must have Wild Shape ability.

Class Skills:
The spirit incarnate’s class skills (and key ability for each skill) are Concentration (Con), Craft (Int), Handle Animal (Cha), Heal (Wis), Hide (Dex), Intimidate (Cha), Knowledge (nature) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Sense Motive (Wis), Spellcraft (Int), Spot (Wis), and Survival (Wis).

Skill Points at Each Level: 4 + Int modifier.
<br /> Level BAB Fort Ref Will <br /> --------------------------<br /> 1 +0 +2 +0 +2 <br /> 2 +1 +3 +0 +3<br /> 3 +2 +3 +1 +3 <br /> 4 +3 +4 +1 +4 <br /> 5 +3 +4 +1 +4 <br /> 6 +4 +5 +2 +5 <br /> 7 +5 +5 +2 +5 <br /> 8 +6 +6 +2 +6 <br /> 9 +6 +6 +3 +6 <br /> 10 +7 +7 +3 +7 <br /> <br /> Level Special Abilities Spells<br /> --------------------------------------------------------------------------------<br /> 1 Perceive taint, sacrifice, spirit shape 1/day +1 Spellcaster Level<br /> 2 Righteous rage +1 Spellcaster Level<br /> 3 +1 Spellcaster Level<br /> 4 Great will, spirit shape 2/day +1 Spellcaster Level<br /> 5 Rage Casting +1 Spellcaster Level <br /> 6 +1 Spellcaster Level <br /> 7 Animate features, spirit shape 3/day +1 Spellcaster Level<br /> 8 Tireless rage +1 Spellcaster Level <br /> 9 +1 Spellcaster Level <br /> 10 Cleansing fire, spirit shape 4/day +1 Spellcaster Level
#6

bengeldorn

Aug 07, 2004 4:02:39
Sacrifice (Su): If someone defiles within 100 feet of him, the spirit incarnate can react to protect the land through sacrificing part of its own life force. This nullifies a wizard’s defiling radius and any effects it entails, including those of Raze feats. The spirit incarnate loses 1 hit point per 5 feet of defiling radius nullified.

Do have to use this ability while a wizard is defiling or is it possible to use this after the land has been defiled?
#7

zombiegleemax

Aug 07, 2004 4:52:11
I would imagine that its a simultaneous effect. Otherwise, a spirit incarnate traveling with a few extra priests would be able to pretty much clear up alot a muck left over from defilers.
#8

Pennarin

Aug 07, 2004 5:30:54
Yeah as far as I understand it its instantaneous. It stops defiling from occuring in the first place, witholding the energy defilers need to cast, and thus it prevents the defiling of the land. Its an ability borrowed from Jon's Grove Master PrC.

I edited the class' fluff to broaden the interest to all wizards, not just defilers. But the class abilities are still oriented toward defilers rather than wizards in general.

If someone has an idea how to include fighting off paraelemental clerics, please do tell.
#9

bengeldorn

Aug 07, 2004 23:27:24
Yeah as far as I understand it its instantaneous. It stops defiling from occuring in the first place, witholding the energy defilers need to cast, and thus it prevents the defiling of the land. Its an ability borrowed from Jon's Grove Master PrC.

That means it would be an immediate action, right?

I've a couple other questions regarding it:
How often can you use this class feature?
I mean could he use Sacrifice more than once in a round?
Could a Spirit Incarnate sacrifice his whole life (dropping to -10 hp)?
Do he have to see wizard (line of side)?
Must he declare how many hit points he sacrifeces?
How does he know how many he has to sacrifice?

These questions are meant to be a help to clear misunderstandings that could come up, and not meant to offend you.
#10

Pennarin

Aug 08, 2004 11:36:20
Originally posted by Bengeldorn
That means it would be an immediate action, right?

You get to choose to use it before every act of defiling in a round, as long as its within the said radius.

How often can you use this class feature?
I mean could he use Sacrifice more than once in a round?

As often as there are acts of defiling within you radius during any given round. I think the wording allows a character with the sacrifice ability to actually choose weither or not he'll sacrifice himself, but considering the fluff for the spirit incarnate, I'd say its a given for him.

Could a Spirit Incarnate sacrifice his whole life (dropping to -10 hp)?

Why not? The ability already is made so you can sacrifice your own life to stop defiling, so I would rule you can go as far as you want, unto death if necessary.

Do he have to see wizard (line of side)?

I'd say no, since the ability is a druidic ability, just like knowing there are intruders within your guarded lands, you can know weither there are acts of defiling within it, no matter if you can see them or not.

Must he declare how many hit points he sacrifeces?
How does he know how many he has to sacrifice?

I would rule the DM checks the level of the spell cast, use of Raze feats and full-round spellcasting, then calculates the extent in feet the radius of defiling will take. Then the DM tells the player spirit incarnate, or grove master for that matter, who gets to choose weither he will sacrifice, and how much.
If you look at the Great Will ability, I've made it so that the spirit incarnate can do what he does best without worrying about suddenly dying from sacrifying too much (say stoping half a dozen defilers from casting all at the same time). He can instead postpone taking damage after a rage. So he can kill all defilers in sight, then stop raging and fall to the ground dead, drained.
#11

bengeldorn

Aug 08, 2004 16:03:27
You get to choose to use it before every act of defiling in a round, as long as its within the said radius.

As far as I know are actions divided in these categories:
full-round action: is an action that starts at the begin of your turn and ends at the begining of your next turn

standart action: is an action that you can make on your turn before or after a move action

move action: is an action that make on your turn for or after a standard action, you can choose to make move action for a standart action

free action: is an action that you make any time on your turn without affecting other actions, you can make more than one action during your turn (DM's choice)

swift action: is an action that you can make any time on your turn without affecting other actions, but you can make only one swift action during your turn

immediate action: is an action that you can make any time even when it is not your turn without affecting other actions but the swift action, you can only make one immediate action or one swift action during a round


According to this it would be "no action", right?
#12

Pennarin

Aug 08, 2004 16:15:45
Yeah I think its all automatic. Those questions are good ones Bengeldorn, but I think it would be more appropriate to send them Jon's way, since he's the author of the Sacrifice ability: [email=jon@athas.org]Jon's email[/email]
#13

Pennarin

Oct 24, 2004 3:43:43
I renamed Spell Rage into Rage Casting, after seeing the feat of the same name in Dragon Magazine #310. Its less powerful than the Spell Rage ability of the Rage Mage (Complete Warrior), so it may be balancing the class more, if some had issues about its power...
Rage Casting (Ex): When raging, a 5th level spirit incarnate can cast spells it would normally cast as a free action. This included spells that have been quickened by the Quicken Spell feat. It can also activate magic items by spell trigger, spell completition, or command word.