The Spirit Caller (Please PEACH) [Archive] - Wizards Community

Post/Author/DateTimePost
Hyooz

09-18-07, 03:05 AM
Here's the rework, turned into a 10 level PrC. Hope you like. Help me re-fix the rework.
Spirit Caller

"There is still good to be done after death. One must simply find the proper vessel."
Jacen Maksim

Not all delve into the necromantic arts for power or prestige. Some do it for love or out of necessity. The Spirit Caller is one who finds solace among the dead, not servants. Where a necromancer would reanimate a corpse, the Spirit Caller would seek out the soul that once resided within it, to learn what it knows, to know of its life. The undead are an unfortunate occurrence to a Caller, mockeries of the spirits they call friends.

Hit Die: d4

Requirements:
To qualify to become qualify to become a Spirit Caller, a character must fulfill all the following criteria:
Alignment: Any nonevil
Skills: Knowledge (Arcana or Planes) 8 ranks, Spellcraft 8 ranks
Spells: Able to cast at least five spells with the necromancy descriptor.
Special: Must have communed significantly with one or more spirits of the dead. The spirit must pledge to lend its aid and protection to the would-be Spirit Caller. (Spirits cannot be Intimidated, Charmed, or otherwise coerced, but Diplomacy and Leadership will help in this discussion.)


Class Skills:
The Spirit Caller’s class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Knowledge (all skills, taken individually) (Int), Profession (Wis), Sense Motive (Wis) and Spellcraft (Int).
Skill Points at Each Level: 2 + Int modifier.

Class Features:
All of the following are features of the Spirit Caller prestige class.
Weapon and Armor Proficiencies: Spirit Callers gain no proficiency with any weapon or armor.
Spells per Day/Spells Known: At first level, and every second thereafter, a spirit caller gains new spells per day (and spells known, if applicable) as if she had also gained a level in an arcane/divine spellcasting class to which she belonged before adding the prestige class level. She does not, however, gain any other benefit a character of that class would have gained. If she had more than one arcane/divine spellcasting class before becoming a spirit caller, she must decide to which class to add each level for the purpose of determining spells per day and spells known.
Spirit Communion: A spirit caller must commune with spirits of the dead to rise in power. One spirit to take 1st level, another before 3rd level is reached, and a final, powerful spirit (usually an ancestor) before 5th.

The communion must be preformed through a ritual taking at least 12 uninterrupted hours of discussion and gaining understanding. Every 2 hours, you can make a Diplomacy or Leadership check to try to gain the spirit to your cause. The ritual is only successful if the spirit agrees.

All spirits, even those very close to the Caller, require a successful check to bind to yourself. Even helping a dear loved one isn't enough on its own, as the spirit must bind itself back to the mortal coil, abandoning the afterlife it had come to know. It will endure inability to communicate or interact with all but the Caller himself, often using its own energies to keep her safe. Even the most despicable in life, however, will be tempted to aid the Caller in his travels for the opportunity to once again enter and influence the material plane, if only through the Caller.

The first spirit should be someone the Caller has had close contact with. A deceased colleague, a former rival, or someone the Caller was once employed by. The communion tends to be business-like, and has a DC of 25.

The second spirit is typically either someone the Caller was very close to, or a powerful caster of some sort. The spirit of a deceased parent or sibling, or of an old, powerful necromancer eager to see someone rectify/not make the mistakes he made in life, for examples sake. These communions tend to be very emotionally laden, as they are typically either reunions or pleading of support for a cause. The DC is 30.

The third spirit is typically one of great power and influence. They also tend to be ancient, wise spirits of figures well known to the Caller and her people. It might be an ancient wizard king, or a vile warlord the Caller's people were able to destroy. The DC is 35.

These are merely suggestions, however (other than the DCs) and appropriate spirits for each communion are, as always, up to DM discretion.

Respect for the Dead: A Spirit Caller must give up permanently all magics that animate or summon the undead. These do not include spells that call spirits to the world, or turning/rebuking undead. A Spirit Caller has found greater understanding and respect for the spirits that have passed to use their bodies in such ways.

Spirit Protection (Ex): At level 1, the Spirit Caller gains protection from a spirit of the dead. This is reflected by a +2 sacred armor bonus. At 5th level, this bonus goes up to +4. At 10th level the bonus goes up to +6. Additionally, the Spirit Caller gains a sacred bonus on her saves against necromantic effects equal to half of this armor bonus.

Secret Knowledge (Su): By meditating for 5 rounds or 1 minute (Concentration checks necessary where they would be for a normal spellcast, this incurs an AoO and is automatically lost if attacked while meditating) the Spirit Caller can seek the help and knowledge of the spirits of the area. This grants him a +3 bonus to all Knowledge and Gather Information checks.

Ablate Soul (Ex): Due to her improved understanding of necromantic magics and manipulation of spirits, a spirit caller of 2nd level or higher can prevent negative energy damage to herself. She gains a permanent +2 to all saves vs. negative energy effects. At 6th level, this goes up to +4. At 10th level, the Caller gains an additional +5 to all saves versus instantaneous death attacks.

Spirit Infusion (Su): At third level, assuming a second spirit of necessary power and knowledge has been won to her cause, the spirit caller can, at will, infuse an arm with spirit energies, effectively turning it to a spirit itself. This extends to any weapon the caller is holding, and enables her to attack normally with said weapon which gains the Ghost Touched quality (this also extends to unarmed attacks.) Touch spells are granted a +2 bonus to each die of damage dealt. If the spell doesn’t deal damage expressed by dice, she adds only a +1 bonus to the total damage dealt.

Incorporeal (Su): At fourth level, the Spirit Caller learns to manipulate the spirit infusion to affect the entire body for short periods of time. This is much less concentrated, however. The Spirit Caller gains Ethereal Jaunt as a spell-like ability at a caster level equal to the callers character level. This ability is usable a number of times per day equal to the number of spirits that have pledged their support (maximum number of uses equal to Spirit Caller level).

Spirit Rift (Su, touch): The spirit caller thrusts her spirit infused arm into a creature, seeking to disrupt the link between its physical body and its spirit. By burning a spell slot, the caller can make a touch attack, inflicting one negative level per every two levels of the sacrificed spell, rounded up. There is no saving throw to avoid this effect, but spell resistance applies. If the creature takes at least as many negative levels as it has hit die, it dies. Each negative level gives a creature a -1 penalty on attack rolls, saving throws, skill checks, ability checks, and effective level (for determining power, duration, DC and other details of spells or special abilities. Additional levels stack. The subject will regain lost levels after a number of days equal to the caster level. If the creature takes at least as many negative levels as it has hit die, it dies; however, instead of rising as an undead, its soul escapes permanently into the afterlife, and the creature cannot be resurrected by any means except for a Wish or Miracle spell.

At 5th level, up to 6 levels of spell slots can be burned for this purpose each day, in any combination adding up to six (i.e. one 5th and a 1st, two 3rds, etc.) This cap goes up to 10 at 8th level, and 15 at 10th.

Ghostly Orbs (Ex): At sixth level, you gain the ability to see all spirits, incorporeal creatures, and ethereal creatures as if they had physical form, up to the limit of your line of sight. Also, the Spirit Caller’s eyes have turned a strange, swirling blue. This gives her a +3 to all Intimidate checks. (Gained at 6th level)

Crippling Wail(Su): At seventh level, the Spirit Caller gains another Infusion ability. By burning a spell slot, the Spirit Caller can emit a 30ft cone of ghostly wails from her infusion. All those in range who hear it must make a Will save or be stricken with a massive encumbrance for 1d4 rounds per level of spell sacrificed. Afflicted creatures act as if bearing a burden above their heavy load. This also forces the creature to make a Fortitude spell every round (DC 10 + Spirit Caller level + Intelligence modifier) or suffer 1d6 crushing damage. This burden is purely internal, however, and the creature's overall weight does not increase (i.e. allies will have no more problem dragging them away.) Spell levels burned with this ability take from the same pool as Spirit Rift.

Liberate Spirits (Su): At eighth level, as a full action, the spirit caller can attempt to unweave the magics animating an undead within 60ft. If the undead fails a Will save (DC 10 + Spirit Caller Level + Charisma modifier) the undead crumbles to dust or a formless gob of ectoplasm, the energies binding it to this world dispelled. It cannot be re-reanimated.

Spirit Gun (Ex): Once a day, at 9th level, the Spirit Caller can fire a concentrated blast of spirit energy from his finger. This blast hits unerringly, and deals 5d4+Spirit Caster level points of force damage. Any creatures who view this attack are shaken for 1d4 rounds if they fail a Will save (DC 10 + Charisma modifier.) This is a full action.

Spirit Warrior (Su): Upon hitting 10th level, the spirit warrior is so attuned to the spirits of the world, she is practically wavering between the material and ethereal planes. This gives her the ability to move as if using the Dimension Door spell once per round as a move equivalent action (She can still make a standard action after dissipating). She can move in this manner as far as she can normally move.

Eternal Spirit: Upon reaching this level of power, the Spirit Caller may undertake his most difficult and life-altering communion, with a spirit she thought she would never commune with. Her own. If the Caller so chooses, she may go through a process very similar to creating a Lich's phylactery, sealing her life force within a material object, and binding her spirit to her own support. This process involves materials costing 75,000g, but no XP cost. The Caller retains full control over her body, even acting as a guiding spirit. To begin the process requires a time of meditation and communing with one's self, lasting at least 12 uninterrupted hours. This also requires a convincing of one's own spirit to leave its body willingly before death, a Diplomacy check with a DC of 40, made as a normal communion Diplomacy check.

Upon completion, the Caller gains the following benefits:

Undead Type: The Callers type changes to Undead, and gains all traits of the undead (see Monster Manual pg 317.) This change is not immediately obvious, however, but can be revealed by a successful DC 30 spot check. She no longer has a Constitution score, all existing hit dice become d8s, and she must reroll her hit points.

Sustaining Spirit: The Caller's body becomes little more than a vessel for the Caller's spirit, and thus no longer needs to eat, drink, sleep or breathe. She maintains the sacred armor bonus she had before, and gains DR 15/magic.

Paralyzing Touch: By sacrificing a spell slot, the Caller may make a touch attack, which forces any touched creature to make a Fortitude save (DC 20 + 1/2 level of spell slot burned, rounded down) or be paralyzed for a number of rounds equal to the level of spell slot burned. This may be used 3 times/day.

Spirit's Caress: Twice a day, as a ranged touch attack, the Spirit Caller can beckon to the target's spirit, drawing it from its body and away to its afterlife, instantly killing the creature. The creature is entitled to a Will Save (DC 20 + Cha Modifier.) If the Save is successful, the target is dazed for 5 rounds.

Spirit Caller Progression
Level BAB Fort Ref Will Special
1 +0 +0 +0 +2 (+1 Level of existing spellcasting class)
2 +1 +0 +0 +3 (+1 Level of existing spellcasting class)
3 +1 +1 +1 +3
4 +2 +1 +1 +4 (+1 Level of existing spellcasting class)
5 +2 +1 +1 +4 (+1 Level of existing spellcasting class)
6 +3 +2 +1 +5 (+1 Level of existing spellcasting class)
7 +3 +2 +2 +5 (+1 Level of existing spellcasting class)
8 +4 +2 +2 +6
9 +4 +3 +2 +6 (+1 Level of existing spellcasting class)
10 +5 +3 +3 +7 (+1 Level of existing spellcasting class)
Hyooz

09-18-07, 08:23 PM
A simple bump. I'd like more opinions on this.
Hyooz

09-20-07, 01:47 AM
Once more. I don't mean to be a bother.
Devil Gnasher

09-20-07, 03:29 AM
This seems perfect for dwarves in my opinion. Nice work.
forsaken1111

09-22-07, 12:29 PM
My only comment right now is that you should limit the incorporeal ability somewhat. Maybe by a number of rounds per day, or uses/day. The only other PRC I know of that grants incorporeality is the Psion Uncarnate, and it requires 10 levels through a very difficult PRC to gain because its a very powerful ability.
Hyooz

10-03-07, 02:32 AM
Hope no one minds if I bring this up again, after the slight edit.
DonThelonious

10-03-07, 03:59 AM
This is my PEACH for you. If I sound harsh or seem to be a :censored: in my critiquing, I humbly apologize. I really like this class and want to help you make it everything it could be, so I am brutal.
======================================== ======
Spirit Caller


Hit Die: d4

Good


Requirements:
To qualify to become qualify to become a Spirit Caller, a character must fulfill all the following criteria:
Alignment: Any nonevil
Skills: Knowledge (Arcana) 6 ranks, Spellcraft 12 ranks

Why isn't Knowledge (planes) on the list? Aren't all spirits tied to specific planes?


Spells: Able to cast at least five spells with the necromancy descriptor, at least one of which must be 5th level or higher.

My emphasis. This seems a little redundant to me, I mean with the Spellcraft requirement already at 12, they should meet this prerequisite easily. Also you might want to specify five different spells with the necromancy descriptor.


Special: Must have communed significantly with one or more spirits of the dead. The spirit must pledge to lend its aid and protection to the would-be Spirit Caller. (Spirits cannot be Intimidated, Charmed, or otherwise coerced, but Diplomacy and Leadership will help in this discussion.)
This is really good. It adds a lot to the RP needed to get in, and I have found most PrCs lacking in this department.

Class Skills:
The Spirit Caller’s class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Knowledge (all skills, taken individually) (Int), Profession (Wis), and Spellcraft (Int).
Skill Points at Each Level: 2 + Int modifier.
They don't seem to gain much in the way of skills. You might consider adding and the reasons why are:
Decipher Script (Int)- Because not all spirit messages are spoken, and there is no guarantee the spirit will even know the callers language.
Diplomacy (Cha)- Because not all spirits are nice.
Sense Motive (Wis)- Because not all spirits are honest.


Spells per Day/Spells Known: At first level, and every second thereafter, a spirit caller gains new spells per day (and spells known, if applicable) as if she had also gained a level in an arcane spellcasting class to which she belonged before adding the prestige class level. She does not, however, gain any other benefit a character of that class would have gained. If she had more than one arcane spellcasting class before becoming a spirit caller, she must decide to which class to add each level for the purpose of determining spells per day and spells known.
This isn't totally clear to me. So they gain a spellcasing level at 1, 2, and 5? Or did you mean levels 1, 3, and 5?

Spirit Communion: A spirit caller must commune with spirits of the dead to rise in power. One spirit to take 1st level, another before 3rd level is reached, and a final, powerful spirit (usually an ancestor) before 5th. Any spell cast by a Spirit Caller to speak to or draw a spirit to the world can now be cast without the material components.
So in order to advance a caller must first consult a spirit for guidance or what? You might consider revising this. If all he has to do is call a spirit, then I'm sure it will have been done X-number of times by now. You should make it a ritual or something similar, and make the caller do a quest for the spirit summoned.

Respect for the Dead: A Spirit Caller must give up permanently all magics that animate or summon the dead. These do not include spells that call spirits to the world, or turning/rebuking undead. A Spirit Caller has found greater understanding and respect for the spirits that have passed to use their bodies in such ways.
Okay a few things here. Is this class for arcane or divine? See in your listing for spells per day/spells known you state that they advance as an arcane caster only. Does this class gain the ability to rebuke undead? I understand that the caller dislikes undead, so the loss of undead creation works out well. Also you list Rebuking, and that is an evil act that involves control and capture of undead.

Spirit Protection: At level 1, the Spirit Caller gains protection from a spirit of the dead. This is reflected by a +2 natural armor bonus. At 3rd level, after communing significantly with another spirit and gaining its loyalty, this bonus goes up to +4. At 5th level, assuming the same conditions, the bonus goes up to +6. Additionally, the Spirit Caller gains a sacred bonus on her saves against necromantic effects equal to half of this armor bonus.
So is the caller communing with the dead? I understand the bonus' to armor, though you might want to make it sacred all around. This would also make it apply to incorporeal touch attacks as well.

Ablate Soul (Ex): Due to her improved understanding of necromantic magics and manipulation of spirits, a spirit caller of 2nd level or higher can prevent negative energy damage to herself. A successful save against a necromantic spell that deals damage results in the Spirit Caller taking no damage from the spell. All other effects apply, however.
Finger of Death now either kills you or kills you. You should just give the spirit caller a permenant +2 to all saves vs. negative energy effects.

Spirit Infusion (Su): At third level, assuming a second spirit of necessary power and knowledge has been won to her cause, the spirit caller can, at will, infuse an arm with spirit energies, effectively turning it to a spirit itself. This extends to any weapon the caller is holding, and enables her to attack normally with said weapon, provided it is made of bone. This provides a +2 to all attack rolls made with this weapon, and a +2 to all attack rolls made with touch attacks. Touch spells are granted a +2 bonus to each die of damage dealt. If the spell doesn’t deal damage expressed by dice, she adds only a +1 bonus to the total damage dealt.
This prevents defense with any limb or weapon so infused, so a -2 AC penalty is also gained. Invoking or removing the infusion is a move-equivalent action.
Okay this seems like a cool ability, but why does the weapon have to fuse entirely? And on top of that, a bone weapon is just that: Bone. Isn't that a form of violating the sanctity of death? Besides that this doesn't seem like a martial class anyways. My advice is to get rid of the penalties and allow simple one handed melee weapons only. Don't deduct from defense, just don't give bonuses to hit. Also the weapon gains the Ghost Touched special quality. And lose the touch spell quality, if the caller is using a weapon for melee, obviously he is not going to cast any spells.

Incorporeal (Su): At fourth level, the Spirit Caller learns to manipulate the spirit infusion to affect the entire body. This is much less concentrated, however, and thus no bonuses are gained (physical attacks cannot be made, no bonus to attack/damage, etc.) Becoming incorporeal is a full-round action, and grants all the benefits and hindrances of being such. You cannot be touched by or handle physical objects, and can only be damaged by magical weapons with an attack bonus equal to your caster level divided by five (round up.) All equipment is made incorporeal with you. You cannot cast touch spells in this state, but you may still cast other spells that affect yourself, but not spells that affect corporeal creatures. This skill may be used a number of times per day equal to the number of spirits who have pledged their support to you.
This ability is a little confusing for me. See, with the Ghost Touch quality you kind of defeat a lot of the purpose behind this ability. But lets say you and all your equipment became ethereal that would be another story. Also you need to get a cap on this ability! How long does it last? Is it negated by an anti magic field? Can it be dispelled?
Also the need for weapons: with an attack bonus equal to your caster level divided by five doesn't make much sense. You would have to get epic fast to defeat this ability, and this could easily be on a level 13 character.

Spirit Mastery (Su): At 5th level, after communing with at least three spirits, one of which much be of significant influence and power (typically an ancestor, DM’s discretion) the Spirit Caller gains a variety of bonuses.
My emphasis; This is way to unclear, what is there for a DM to go of off? In addition to this class you should consider coming up with a few sample spirits for people to go off of. As for saying "DMs discretion", well I have known to many crappy DMs whos idea of 'Discretion' is better left off the boards.

The spirits constantly swirling around the caller give him a strange ethereal glow, granting a +3 bonus to all Intimidate/Turn/Rebuke/Command undead checks.
Once again, the you bring up Rebuke/Command undead. These are evil things and by this point if a member of this class can still do these things then he has fallen.

Liberate Spirits: As a standard action, the spirit caller can attempt to unweave the magics animating an undead within 60ft. If she succeeds on a caster level check (DC 11 + Opposing Undead’s CR [add Wis modifier to this roll]) the undead crumbles to dust, the energies binding it to this world dispelled. It cannot be re-reanimated.
Undead are animated with negative energy, but I get this. And I like it. A lot. I would make it a full round action and allow the undead a Will save vs DC(10+Spirit Caller level+Wis modifier).

Improved Infusion: The final spirit grants the caller improved attunement to the spirits of the world, enabling him to use the Spirit Infusion to greater effectiveness. The caller may now use the infusion with weapons made of material other than bone, and gains the Spirit Rift supernatural ability
Id lose this completely.

Spirit Rift (Su, touch): The spirit caller thrusts her spirit infused arm into a creature, seeking to disrupt the link between its physical body and its spirit. By burning a spell slot, the caller can make a touch attack, inflicting one negative level per every two levels of the sacrificed spell, rounded up. There is no saving throw to avoid this effect, but spell resistance applies. If the creature takes at least as many negative levels as it has hit die, it dies. Each negative level gives a creature a -1 penalty on attack rolls, saving throws, skill checks, ability checks, and effective level (for determining power, duration, DC and other details of spells or special abilities. Additional levels stack. The subject will regain lost levels after a number of days equal to the caster level. If the creature takes at least as many negative levels as it has hit die, it dies; however, instead of rising as an undead, its soul escapes permanently into the afterlife, and the creature cannot be resurrected by any means except for a Wish or Miracle spell.
WOW. That ability... Just... Wow.

Spirit Caller Progression
Level BAB Fort Ref Will Special
1 +0 +0 +0 +2 (+1 Level of existing arcane spellcasting class)
2 +1 +0 +0 +3
3 +1 +1 +1 +3 (+1 Level of existing arcane spellcasting class)
4 +2 +1 +1 +4
5 +2 +1 +1 +4 (+1 Level of existing arcane spellcasting class)
And this should help to clean up your post.
======================================== ======
Overall good class with a solid concept. Still need to work out a few kinks, but its not to shabby. Would seriously make a great 10 level progression class.
Also check out my sig for a PrC blank. It will help.
Hyooz

10-03-07, 03:07 PM
You are a man among men. Thanks for the critiques, a lot of 'em made a lot of sense. I'll be tweaking this over time and, with any luck, eventually extending it to 10 levels.

For a bit of history behind it, I might as well tell where it came from. I joined a new group from some message boards I frequent, they were starting a new arc, looking for some new guys, I joined. I didn't know too much about group makeup or setting yet, so I threw together a couple of characters, one being a necromancer (from a supplementary book) who I grew to like the idea of playing. I submitted it to them, but discovered the group makeup would make party relations rather... strained to have an undead-raising/loving necromancer tooling around with them.

So, instead of making a new character, I decided to retool him slightly to be a necromancer who doesn't animate the dead. I actually got really into the idea, made him a decent backstory, and loved the character. It would, however, be decidedly difficult to take the necro to higher levels without conflicting with the party, so I started work on a prestige class based around the spirits.

I'd always liked the idea of the Pale Master from T&B, i.e. the undead graft and the bone mail etc. So I took some of the ideas from the PM and mixed them with some adjusted Argent Savant abilities, and along with a few of my own ideas, came up with the Spirit Caller.

The Spirit Caller was focused on control and respect of death, and since a lot of the necromancy spells were touch spells, became slightly oriented toward spellcasting at close range (hence some of the weirder bonuses the infusion grants.) The rebuke/command is left in as a sort of 'reformed necromancer' flavor, though it's just as easy to have that switch to turn/destroy if you have them already. Admittedly, a lot of the stuff here is fairly vague, because I worked most of it out with my DM as I was building the class, so I need to go back and fix that in time.
DonThelonious

10-04-07, 06:41 AM
Glad I could offer a little assistance:D
PM me when you have dome the editing and hammered out a few of the details, I would love to play a class like this.
DonThelonious

10-05-07, 06:21 AM
Well, you asked and here it is, another complete PEACH...
-------------------------------------------------------

Requirements:
To qualify to become qualify to become a Spirit Caller, a character must fulfill all the following criteria:
Alignment: Any nonevil
Skills: Knowledge (Arcana or Planes) 8 ranks, Spellcraft 8 ranks
Spells: Able to cast at least five spells with the necromancy descriptor.
Special: Must have communed significantly with one or more spirits of the dead. The spirit must pledge to lend its aid and protection to the would-be Spirit Caller. (Spirits cannot be Intimidated, Charmed, or otherwise coerced, but Diplomacy and Leadership will help in this discussion.)
This still seems a little vague. And you should have at least a requirement of Diplomacy 4 Ranks. What is the DC for communing and convincing the spirit? And what about Knowledge (Religion)?

Class Skills:
The Spirit Caller’s class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Knowledge (all skills, taken individually) (Int), Profession (Wis), Sense Motive (Wis) and Spellcraft (Int).
Skill Points at Each Level: 2 + Int modifier.
This is good.

Spells per Day/Spells Known: At first level, and every second thereafter, a spirit caller gains new spells per day (and spells known, if applicable) as if she had also gained a level in an arcane/divine spellcasting class to which she belonged before adding the prestige class level. She does not, however, gain any other benefit a character of that class would have gained. If she had more than one arcane/divine spellcasting class before becoming a spirit caller, she must decide to which class to add each level for the purpose of determining spells per day and spells known.This is good.

Spirit Communion: A spirit caller must commune with spirits of the dead to rise in power. One spirit to take 1st level, another before 3rd level is reached, and a final, powerful spirit (usually an ancestor) before 5th.
The communion must be preformed through a ritual taking at least 12 uninterrupted hours of discussion and gaining understanding. Every 2 hours, you can make a Diplomacy or Leadership check to try to gain the spirit to your cause. The ritual is only successful if the spirit agrees.This ability is good, but once again, what are the DCs involved here? What attitude does the spirit have initially? And how will alignment differences interact with this? Can a CG Spirit Caller summon a LG spirit? Would that LG spirit even want to help its chaotic counterpart?
And since this is now a 10 level class there should be another at 7th level and again at 9th. The ninth level one could actually be a visitation by a good aligned Dieties avatar, coming to thank the spirit caller for his/her respect and good sevices. Just a thought.

Respect for the Dead: A Spirit Caller must give up permanently all magics that animate or summon the (UN)dead. These do not include spells that call spirits to the world, or turning/rebuking undead. A Spirit Caller has found greater understanding and respect for the spirits that have passed to use their bodies in such ways.
My emphasis. This class greatly dislikes undead, but respects and loves those that have passed on.

Spirit Protection (Ex): At level 1, the Spirit Caller gains protection from a spirit of the dead. This is reflected by a +2 sacred armor bonus. At 3rd level, after communing significantly with another spirit and gaining its loyalty, this bonus goes up to +4. At 5th level, assuming the same conditions, the bonus goes up to +6. Additionally, the Spirit Caller gains a sacred bonus on her saves against necromantic effects equal to half of this armor bonus.
This seems to be a arcing ability. You might considor starting it out at +2/1st level and then progressing from there to +4/5th, and then +6/10th. Also sacred bonus' are one those neat bonuses that go under generic if I remember correctly, either that or they are stand alone so you don't need to specify +X sacred armor bonus, just +2 Sacred. Good going with this ability, it makes the connection tangible.

Secret Knowledge (Su): By meditating for 5 minutes (Concentration checks necessary where they would be for a normal spellcast) the Spirit Caller can seek the help and knowledge of the spirits of the area. This grants him a +3 bonus to all Knowledge and Gather Information checks.
Cool ability! But just make it 5 rounds or 1 minute, that way it can be used "on the go" so to speak. And don't let it be used in combat, this should automaticly provoke AoO, and if damaged be lost. Also you might want to limit to X number of uses per day.

Ablate Soul (Ex): Due to her improved understanding of necromantic magics and manipulation of spirits, a spirit caller of 2nd level or higher can prevent negative energy damage to herself. She gains a permanent +2 to all saves vs. negative energy effects.
With this ability you might think about increasing the benefit to +4 at 6th and then some type of DR vs instantaneous effects at 10th. Not sure how to work that one out though.

Spirit Infusion (Su): At third level, assuming a second spirit of necessary power and knowledge has been won to her cause, the spirit caller can, at will, infuse an arm with spirit energies, effectively turning it to a spirit itself. This extends to any weapon the caller is holding, and enables her to attack normally with said weapon which gains the Ghost Touched quality (this also extends to unarmed attacks.) Touch spells are granted a +2 bonus to each die of damage dealt. If the spell doesn’t deal damage expressed by dice, she adds only a +1 bonus to the total damage dealt.
This ability kicks SO much ass.

Incorporeal (Su): At fourth level, the Spirit Caller learns to manipulate the spirit infusion to affect the entire body for one hour at a time. This is much less concentrated, however, and thus no bonuses are gained (physical attacks cannot be made, no bonus to attack/damage, etc.) Becoming incorporeal is a full-round action, and grants all the benefits and hindrances of being such. You cannot be touched by or handle physical objects, and can only be damaged by magical weapons with an attack bonus equal to your caster level divided by five (round up.) All equipment is made incorporeal with you. You cannot cast touch spells in this state, but you may still cast other spells that affect yourself, but not spells that affect corporeal creatures. You may use this as many times per day as the number of spirits who have pledged their support to you.
This ability is till a little messy. For a fourth level ability it is way overpowered. You might want to just make it Ethereal Jaunt as a spell-like ability, caster level equal to character level, usable a number of times per day equal to the number of spirits supporting your cause up to a maximum..

Incorporeal (Sp): At fourth level, the Spirit Caller learns to manipulate the spirit infusion to affect the entire body for short periods of time. This is much less concentrated, however. The Spirit Caller gains Ethereal Jaunt as a spell-like ability at a caster level equal to the callers character level. This ability is usable a number of times per day equal to the number of spirits that have pledged their support (maximum number of uses equal to Spirit Caller level).


Spirit Rift (Su, touch): The spirit caller thrusts her spirit infused arm into a creature, seeking to disrupt the link between its physical body and its spirit. By burning a spell slot, the caller can make a touch attack, inflicting one negative level per every two levels of the sacrificed spell, rounded up. There is no saving throw to avoid this effect, but spell resistance applies. If the creature takes at least as many negative levels as it has hit die, it dies. Each negative level gives a creature a -1 penalty on attack rolls, saving throws, skill checks, ability checks, and effective level (for determining power, duration, DC and other details of spells or special abilities. Additional levels stack. The subject will regain lost levels after a number of days equal to the caster level. If the creature takes at least as many negative levels as it has hit die, it dies; however, instead of rising as an undead, its soul escapes permanently into the afterlife, and the creature cannot be resurrected by any means except for a Wish or Miracle spell.
This is a very high calibre ability! Also what level is this gained? Also what if the spirit caller burns a 9th level slot then the next round another 9th level slot? You have effectivly created a broken power. There needs to be some serious caps on number of uses per day and max spell level usable. Something like "...up to 6 levels of spellslots can be burned this way each day, in any combination equaling out to 6 (I.E.: 1 6th level, 6 1st level, 2 3rd levels, etc.)."
You may want more spellslots, or make it an arcing ability that starts weak and then builds to awesome at high levels.

Ghost Sight (Ex): At sixth level, you gain the ability to see all spirits, incorporeal creatures, and ethereal creatures as if they had physical form, up to the limit of your line of sight.

Piercing Gaze (Ex): The Spirit Caller’s eyes have turned a strange, swirling blue. This gives her a +3 to all Intimidate checks. (Gained at 6th level)
This is a cool ability. But I would make it at 5th level, when they gain the ancestral spirit. Also you might as well just combine both of these since they perfectly play off of eachother.
They become permenantly marked by the spirits as a chosen. There goes the ethereal rogues chance of stealing from the caller:thumbsup:

Dead Weight (Su): At seventh level, the Spirit Caller gains another Infusion ability. By burning a spell slot, the Spirit Caller can attempt a melee touch attack with her Infusion. Upon success, the target creature is suddenly stricken with a massive encumbrance for 1d4 rounds per level of spell sacrificed. The creature acts as if it is bearing a burden above its heavy load. This also forces the creature to make a Fortitude spell every round (DC 10 + Spirit Caller level + Intelligence modifier) or suffer 1d6 crushing damage.
This ability doesn't make much sense. The spirit caller deals in intangibles and the incorporeal, Right? So why make an ability that deals in the purely phisical world?

Liberate Spirits (Su): Eighth Level As a standard action, the spirit caller can attempt to unweave the magics animating an undead within 60ft. If the undead fails a Will save (DC 10 + Spirit Caller Level + Wisdom modifier) the undead crumbles to dust, the energies binding it to this world dispelled. It cannot be re-reanimated.
If it has a range make it a full round action. Also what does this do to incorporeal undead like the shadow and wraith? You might want to specify that it works only on corporeal undead.

Spirit Gun (Ex): Once a day, at 9th level, the Spirit Caller can fire a concentrated blast of spirit energy from his finger. This blast hits unerringly, and deals 5d4+Spirit Caster level points of force damage. Any creatures who view this attack are shaken for 1d4 rounds if they fail a Will save (DC 10 + wisdom modifier.) This is a full action.
I loved Yu-Yu-Hakashu!

Spirit Warrior (Su): Upon hitting 10th level, the spirit warrior is so attuned to the spirits of the world, she is practically wavering between the material and ethereal planes. This gives her the ability to move as if using the Blink spell once per round as a move equivalent action. She can move blinked as far as she can normally move.
The Blink ability last a set number of rounds, so you might make this ability last a number of rounds equal to 1/2 spirit caller level per day. This way for a 10th level Spirit Caller, in one fight it could be used for 2 rounds, then later that same day you use the other 3 rounds against the BBEG in the dungeon.
Otherwise this ability sounds more like Dimension Door.
-----------------------------------------------
Now this is a kick ass class. If you are serious about going meleee though you might want to up the HD to a d6 and drop a few of the spells gained per level. But that my opinion.
Hyooz

03-28-08, 09:24 PM
Bump, as I have changed some things quite significantly.