Difference between revisions of "Ghost Tamer (Apath)"
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=== Ghost Touch (Su) === | === Ghost Touch (Su) === | ||
− | At 2nd level, any weapon the ghost tamer wields gains the ''[http://www.d20pfsrd.com/magic-items/magic-weapons#TOC-Ghost-Touch ghost touch]'' property while wielded. Weapons fired, thrown, or dropped lose the property at the end of the ghost tamer’s turn. | + | At 2nd level, any weapon the ghost tamer wields gains the ''[http://www.d20pfsrd.com/magic-items/magic-weapons#TOC-Ghost-Touch ghost touch]'' property while wielded. Weapons fired, thrown, or dropped lose the property at the end of the ghost tamer’s turn. This replaces shared seance. |
=== Ghost Army (Su) === | === Ghost Army (Su) === |
Revision as of 21:48, 6 January 2016
Unofficial rules compendium | |
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- This is a work in progress.
The ghost tamer is a medium who attracts new spirits as he encounters them, offering them to resolve their trauma in exchange for service. The ghost tamer is a martial artist of the way of force.
Class Information
This is a martial arts archetype, a medium specialized in fighting undead.
Class: Medium.
Hit Die: d8.
Class Features
The ghost tamer has all the mediums class features, except as follows
Weapon and Armor Proficiency
Ghost tamers are proficient with all simple weapons. They are not proficient in any armor or shields.
Ghost Armor (Su)
A character with this ability can project a powerful protective aura that functions as armor and becomes an expert at using bracers of armor. This aura is force armor, and protects against incorporeal touch attacks. It can be activated at will as a swift action, and the protection stays up until deactivated or as long as the user is conscious. At class level 4, this armor can be used alongside bracers of armor, with stacking benefits. It does not otherwise stack with armor, either normal or force. It can be affected by armor-enhancing effects like magic vestment, but such enhancements do not stack with braces or armor. This counts as heavy armor to abilities that require or work with armor and suffers a 25% chance of arcane spell failure.It provides an armor bonus of +6.
The armor created by ghost tamers looks a bit like their Phantom, displaying a mix of the phantom's and mediums aura colors.
Tame Spirit (Su)
When an undead creature is destroyed within 100 ft. of the ghost tamer, he has the option of absorbing its spirit into himself within the next minute. This is a full-round action. The medium learns all the details of the potential spirit and can then either accept the spirit or send it on its way.
If the spirit is sent on its way this power has no effect except the time spent.
If the spirit is accepted, it works the same as a spirit gained trough a seance, except that the GM decides on all the details; the spirit's legend, its taboo, and the details of its spirit powers. These should all reflect abilities the undead creature had, but need not be an exact match. If the spirit offers a duplicates of a feat or spell the medium already knows, the medium is free to pick any desired feat or spell he desires, within the normal constraints of the spirit type. The new spirit has one point less influence than the previous one had (with a minimum of one point of influence). Spell slots and abilities with a limited number of uses is tied to the medium, not the spirit; if a ghost tamer channeling the archmage has used up a spell slot casting an arcane spell and then later channels the hierophant, that spell slot is still expended.
For every three points the spirit's challenge rating is less than the medium's class level, the spirit loses one spirit power it would normally give the medium, with the normal effect on influence. This is the only way a ghost tamer can channel a weaker spirit.
An undead creature whose spirit is accepted cannot rejuvenate or otherwise be restored to an undead creature as long as it is channeled by the medium. It must make a Will saving throw each day while the medium prepares spells, using the Will saving throw it had as an undead creature and a save DC of 10 + half the ghost tamer's class level + the ghost tamer's Charisma modifier. If this check fails the spirit is freed from its mortal ties and proceeds to the afterlife and will not rejuvenate or otherwise return to being an undead creature without outside help. It can still be raised or turned into an undead creature, such as by the create undead spell.
Tame spirit can never be shared in the way a seance can. The spirit remains channeled until the ghost tamer uses tame spirit to channel a new spirit, regaining all daily abilities when the ghost tamer prepares spells.
This replaces seance.
Ghost Touch (Su)
At 2nd level, any weapon the ghost tamer wields gains the ghost touch property while wielded. Weapons fired, thrown, or dropped lose the property at the end of the ghost tamer’s turn. This replaces shared seance.
Ghost Army (Su)
At 15th level, any weapon or armor used by an ally within 60 ft. of the ghost tamer gains the ghost touch property while wielded. Missile weapons imbue this ability on their ammunition Items fired, thrown, or dropped lose the property at the end of the wielder's turn.
This ability replaces the order ability normally gained at level 15.
Spells
Add the following spells to the ghost tamer's spell list at the indicated levels.
Ethereal jaunt
Phantom steed
Summary of Changed Class Abilities
These abilities of the original class are lost or modified in this archetype:
- Weapon and Armor Proficiency
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