Difference between revisions of "Spirit Emissary (Apath)"

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{{Apath}}
 
{{Apath}}
The signifiers of infernal order are an order of mercenaries seeking to emulate the law and discipline of Hell.
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Spirit emissaries bring the wisdom of the spirits into an unruly world.
  
 
== Background ==
 
== Background ==
spirit emissarys of infernal order form the spellcasting arm of the infernal orders. They serve as faceless enforcers of order and use their magical powers to relentlessly root out and punish criminals to the letter of the law. They wear masks— often featureless—to mark themselves as impersonal agents of order, unswayed by empathy, detached from emotion, and dedicated to passing impartial judgment upon all lawbreakers. A signifier’s distinctive mask is a symbol of his devotion to the precepts of law and exacting justice, and it serves as the focus for several of his signifier powers.  
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Spirit emissaries cultivate strength and unity with the spirit world through knowledge, self-control, and willpower. The core of their powers is the ability to invest power in a spirit companion and to take in a portion of that spirit’s power in exchange. This process creates a powerful bond to the spirit realms, allowing the spirit emissary to sense and pacify otherworldly creatures. They learn to channel powerful outsiders into the physical form of their spirit animal, creating a powerful hybrid called an animus to guide, protect, and advise her.  
  
Traditionally, spirit emissarys are divine spellcasters. Despite trends toward diabolism, overall a spirit emissary’s views of good and evil are defined by his infernal order first and everything else second. Arcane and psychic signifiers are more rare, but possible. These are often converts to the infernal orders and even more zealous than the divine casters.
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=== Spirit Emissaries of Porphyra ===
 +
The world of spirits touch upon both the elemental realms, the material plane, and the higher worlds of the gods. Spirit emissaries claim an understanding an unity with all three worlds, something that  leave them open to accusations of elementalism by adherents of the divine and of being deists by elementalists. Not surprisingly, this makes Porphyran spirit emissaries somewhat paranoid among people, but not among spirits.
  
 
== Class Information ==
 
== Class Information ==
This is a [[Prestige Archetypes (Apath)|prestige archetype]] built on the hellknight signifier prestige class from Pathfinder Roleplaying Game Adventurer’s Guide.   
+
This is a [[Prestige Archetypes (Apath)|prestige archetype]] built on the [http://www.d20pfsrd.com/classes/prestige-classes/other-paizo/s-z/spirit-channeler-emissary-prestige-class/ spirit channeler emissary] prestige class.   
  
'''Role:''' Signifiers of infernal order are powerful spellcasters and agents of law.
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'''Role:''' Spirit emissaries invoke the animus of their spirit animal and use their spells to support both the animus and other allies.
  
'''Alignment''': Any lawfulA spirit emissary that changes to a non-lawful alignment cannot progress  in the class, but keeps all abilities granted by the class. She is likely to fall back into an allowed alignment by following orders or be executed as a traitor.  
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'''Alignment''': Any.  Spirits can have any imaginable goal and ethos (and some that are hard to even imagine); even the most quirky spirit emissary can find a spirit ally to give them power.  
  
'''Hit Die:''' d10.
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'''Hit Die:  
 +
d8.
 +
 
 +
'''Starting Wealth:
 +
3d6 × 10 gp (average 105 gp.)
 +
In addition, each character begins play with an outfit worth 10 gp or less.
  
 
=== Class Skills ===
 
=== Class Skills ===
 
The spirit emissary’s class skills (and the key ability for each skill) are  
 
The spirit emissary’s class skills (and the key ability for each skill) are  
Bluff (Cha),
 
Climb (Str),
 
 
Craft (Int),  
 
Craft (Int),  
 
Diplomacy (Cha),  
 
Diplomacy (Cha),  
 +
Fly (Dex),
 
Handle Animal (Cha),  
 
Handle Animal (Cha),  
 +
Heal (Wis),
 
Intimidate (Cha),  
 
Intimidate (Cha),  
Knowledge (all) (Int),  
+
Knowledge (nature) (Int),  
Linguistics (Int),  
+
Knowledge (planes) (Int),
 +
Knowledge (religion) (Int),  
 
Profession (Wis),  
 
Profession (Wis),  
 
Ride (Dex),  
 
Ride (Dex),  
Sense Motive (Wis), and
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Sense Motive (Wis),  
Swim (Str).
+
Spellcraft (Int), and  
 +
Survival (Wis).
  
'''Skill Ranks at Each Level:''' 4 + Int modifier.
+
Skill Ranks per Level: 4 + Int modifier.
  
 
== Class Features ==
 
== Class Features ==
These are all the class features of the spirit emissary.
+
The following are class features of the spirit emissary prestige class.
  
 
=== Weapon and Armor Proficiency ===
 
=== Weapon and Armor Proficiency ===
Signifiers of infernal order are proficient with all simple weapons, with the favored weapon of his order (see below), with all types of armor (heavy, medium, and light), and with shields (not including tower shields). A signifier that casts arcane spells suffers arcane spell failure when wearing armor.
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A spirit emissary is proficient with all simple weapons, and with light and medium armor.
 +
 
 +
=== Spell Casting ===
 +
A spirit emissary casts divine spells drawn from the shaman spell list. A spirit emissary must choose and prepare her spells in advance.
  
=== Aura of Law (Ex) ===
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To prepare or cast a spell, a spirit emissary must have a Wisdom score equal to at least 10 + the spell’s level. The saving throw DC against a spirit emissary’s spell is 10 + the spell’s level + the spirit emissary’s Wisdom modifier.
A spirit emissary’s lawful aura (see the ''detect law'' spell) functions as that of a cleric whose level is equal to the spirit emissary’s character level.
 
  
=== Magic Tradition ===
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Like other spellcasters, a spirit emissary can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: Spirit Emissary. In addition, she receives bonus spells per day if she has a high Wisdom score.
A signifier or infernal order must select one of the following as a magic tradition at level 1. This choice can never be changed. She learns and casts spells exactly like the chosen class, including type of magic (arcane, divine, or psychic), the effect of ability scores on spellcasting, spellbook or known spells, and cantrips, knacks, or orisons. He only suffers arcane spell failure in armor if he casts arcane spells.
 
  
If a signifier has levels in the same spellcasting class as his magic tradition, the spellcasting abilities and any abilities described for the tradition stacks.
+
Spirit emissaries commune with their spirit animals to prepare their spells. Each spirit emissary must choose a time when she must spend 1 hour each day in quiet contemplation with her spirit animal to regain her daily allotment of spells. A spirit emissary can prepare and cast any spell on the spirit emissary spell list, provided that she can cast spells of that level, but she must choose which spells to prepare during her daily communion.
  
In addition, certain magic traditions give the signifier additional abilities or has special rules, listed under each class.
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'''Orisons
 +
Spirit emissaries can prepare a number of orisons, or 0-level spells, each day as noted on Table: Spirit Emissary. These spells are cast like any other spell, but they are not expended when cast and may be used again.
  
:''[http://www.d20pfsrd.com/classes/hybrid-classes/arcanist Arcanist]:'' As an arcane caster, the arcanist signifier suffers from arcane spell failure and does not gain the order domain ability.
+
=== Animus (Sp) ===
 +
At 1st level, a spirit emissary learns to call down very diverse spiritual servants, using her spirit animal as the focus and conduit to create a hybrid creature called an animus.  
  
:''[http://www.d20pfsrd.com/classes/core-classes/cleric Cleric]:'' No special rules.
+
This ability functions as ''summon monster I'', except the spirit emissary can summon only a single creature at a time (though she can select a different creature each time and can always decide to summon a single creature from a lower-level list).  
 +
This summoned creature appears in the spirit animal’s location, replaces the spirit animal for the spell’s duration, and obeys the spirit emissary as if it were her spirit animal. An animus typically retains some superficial traits of the spirit animal used as a conduit in its summoning, but gains no other abilities of the spirit animal (such as share spells or evolution points).
 +
Spells and effects on the spirit animal are transferred to the animus while it exists, even if it would not normally be a viable target for the spell or effect.
  
:''[http://www.d20pfsrd.com/classes/base-classes/oracle Oracle]:'' The oracle signifier gains [http://www.d20pfsrd.com/feats/general-feats/eschew-materials---final Eschew Materials] as a bonus feat at level 1.
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The animus remains for 1 round per caster level; it vanishes once this duration expires or it is reduced to 0 or fewer hit points. The spirit animal reappears in the animus’s last location and suffers none of the damage, status effects, or spells affecting the animus when it vanished.
  
:''[http://www.d20pfsrd.com/occult-adventures/occult-classes/psychic Psychic]:'' As a psychic caster, the psychic signifier does not gain the order domain ability.
+
At 3rd level, and every 2 levels thereafter, the power of this ability increases by 1 spell level, allowing her to summon a more powerful animus.
 +
At 19th level this ability can be used as ''gate'', but the spirit emissary must provide the material components of the spell.
 +
These spells are considered to be part of the summoner’s spell list for the purposes of spell trigger and spell completion items. In addition, the summoner can expend uses of this ability to fulfill the construction requirements of any magic item she creates, so long as she can use this ability to cast the required spell.
  
:''[[Sacerdote_(Apath) | Sacerdote]]:'' The sacerdote signifier gains the advanced spellcasting, bonus languages, chaotic evil good and lawful spells, divine focus, divine wrath, and manifestation class features of the sacerdote. Sacerdote signifiers suffer from arcane spell failure and do not gain the order domain ability, just as if they were arcane casters. ''This class is from Legendary Classes: Sacerdote, also by Purple Duck Games.''
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The animus ability is affected by any feat or effect that affects ''summon monster'' or the creatures summoned by such a spell. It does not work with metamagic feats.
  
:''[http://www.d20pfsrd.com/classes/core-classes/sorcerer Sorcerer]:'' The sorcerer signifier gains [http://www.d20pfsrd.com/feats/general-feats/eschew-materials---final Eschew Materials] as a bonus feat at level 1. As an arcane caster, the sorcerer signifier suffers from arcane spell failure and does not gain the order domain ability. Many sorcerer signifiers have bloodlines related to lawful outsiders.
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The spirit emissary can use this ability a number of times per day equal to 3 + her Wisdom modifier. Each use is a standard action.
  
:''[http://www.d20pfsrd.com/classes/core-classes/wizard Wizard]:'' As an arcane caster, the wizard signifier suffers from arcane spell failure and does not gain the order domain ability.
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=== Spirit (Su) ===
 +
A spirit emissary forms a mystical bond with the spirits of the world. She forms a lasting bond with a single spirit, which grants a number of abilities and defines many of her other class features.  
  
=== Order Domain ===
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At 1st level, a spirit emissary gains the spirit ability granted by her chosen spirit.  
spirit emissary that casts divine spells selects one cleric domain among those offered by her patron. She gains the domain abilities of this domain as a cleric of her signifier level. She does not have domain spell slots. Instead she adds the domain spells to her spell list (and to her list of known spells if she is of the oracle magic tradition). Signifiers of infernal order that do not cast divine spells do not gain the order domain ability. If the signifier gains a domain from another class, lile cleric or inquisitor, she must select the same domain, and her levels in such classes stack when using this domain.
+
The spirit emissary has no spirit spell slots. Instead she adds the spirit magic spells offered by her spirit directly to her spell list. She prepares and casts these spells like any other spell on her spell list.
 +
A spirit emissary cannot use hexes and does not add the hexes possessed by that spirit to the list of hexes that she can use.
  
=== Signifier Order ===
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At 8th level, the spirit emissary gains the abilities listed in the greater version of her selected spirit. At 16th level, the spirit emissary gains the abilities listed for the true version of her selected spirit. At 20th level, a spirit emissary undergoes a transformation as she manifests as a pinnacle of her main spirit. The nature of this manifestation depends on the spirit emissary’s spirit, and is described in its entry.
spirit emissary chooses an infernal order to join at 1st level. The most common infernal orders (and their favored weapon or weapons) are: Chain (flail), Gate (dagger), Godclaw (morningstar), Nail (halberd and lance), Pyre (glaive), Rack (longsword and whip), and Scourge (heavy mace and whip). The order selected also gives access to that order's special discipline. See infernal orders in the appendix.
 
  
=== Spells of Law (Ex) ===
+
If the spirit emissary takes levels in another class that grants a mystery (such as the oracle), the spirit and mystery must match, even if that means one of them must change. Subject to GM discretion, the spirit emissary can change her former mystery or spirit to make them conform.
A spirit emissary cannot learn or cast spells with the chaotic descriptor.  
 
  
=== spirit emissary Mask (Su) ===
+
This is a variant of the shaman's spirit ability.  
At level 2, the spirit emissary receives the mask of her order. This is a severe iron mask, often devoid of eyeholes and identifying features. This mask doesn’t obscure the spirit emissary’s vision, and while wearing it he gains a +2 competence bonus on Sense Motive checks and on saving throws against spells and abilities that rely on visual effects. It also works as a divine focus.
+
See the shaman class for descriptions of available spirits.
  
The spirit emissary’s mask is a bonded object and takes up the head slot.
+
=== Spirit Animal (Ex) ===
spirit emissary levels stack with levels from other classes that grants a bonded object, such as the bonded object version of the wizard's arcane bond class feature. The signifier cannot have multiple bonded objects from different classes. If a signifier attempts to cast a spell without his bonded object worn or in hand, he must make a concentration check or lose the spell. The DC for this check is equal to 20 + the spell’s level.
+
By communing with the incredible powers of her spirit, the spirit emissary forges a cherished bond with one specific servant of that spirit—known as a spirit animal. A spirit animal is a creature chosen by a spirit emissary to serve as a conduit, allowing her to access the magic of her spirit on a daily basis. While the spirit animal does not store the spells like a witch’s familiar does, the spirit animal serves as her conduit to divine power. A spirit emissary must commune with her spirit animal each day to prepare her spells. If a spirit emissary’s spirit animal is slain, she cannot prepare new spells until the spirit animal is replaced. The spirit emissary’s spirit animal also grants her special powers.  
  
A bonded object can be used once per day to cast any one spell on the signifier's spell list she is capable of casting, even if the spell is not known or prepared. This spell is treated like any other spell cast by the signifier, including casting time, duration, and other effects dependent on the signifier’s level. This spell cannot be modified by metamagic feats or other abilities.
+
This ability uses the same rules as the wizard’s arcane bond class feature and is treated as a familiar, except as noted below.
 +
A spirit emissary uses her class level as her effective wizard level when determining the abilities of her spirit animal. A spirit emissary can select any familiar available to wizards to serve as her spirit animal.
 +
The spirit emissary’s spirit animal is treated as a familiar for the purposes of all spells, effects, and abilities that affect familiars.
 +
Levels of different classes that are entitled to familiars stack with spirit emissary levels for the purpose of determining any spirit animal abilities that depend on the spirit emissary’s level.
 +
If a spirit animal is lost or dies, it can be replaced after 24 hours through a special ritual that consumes material components worth 200 gp per spirit emissary level. The ritual takes 8 hours to complete.
  
A signifier can add additional magic abilities to his bonded object as if he has the Craft Wondours Items. The magic properties of a bonded object, including any magic abilities added to the object, only function for the signifier who owns it. If a bonded object’s owner dies, or the item is replaced, the object reverts to being an ordinary masterwork item of the appropriate type.
+
=== Spirit Strength (Ex) ===
 +
At 2nd level a spirit emissary strengthens her bond to the spirit world by channeling additional divine power through her spirit animal. The spirit animal gains 2 evolution points as if it were an eidolon (as the summoner class feature) and can use them to purchase eidolon evolutions from the following list: ability increase,
 +
blindsense,
 +
burrow,
 +
climb,
 +
energy attacks,
 +
fast healing,
 +
flight,
 +
gills,
 +
immunity,
 +
improved damage,
 +
improved natural armor,
 +
incorporeal form,
 +
magic attacks,
 +
no breath,
 +
reach,
 +
resistance,
 +
skilled,
 +
spell resistance
 +
swim,
 +
tremorsense, and
 +
unnatural aura.
 +
It can freely reassign all of its points to purchase different evolutions each time the spirit emissary advances in level.
 +
Spirit emissary levels count as summoner levels and eidolon Hit Dice for evolutions.
 +
At 9th level and 18th level, the spirit emissary’s spirit animal gains 2 additional evolution points.
  
If a bonded object is damaged, it is restored to full hit points the next time the signifier prepares his spells. If the bonded object is lost or destroyed, it can be replaced after 1 week in a special ritual that costs 200 gp per signifier level. This ritual takes 8 hours to complete. Items replaced in this way do not possess any of the additional enchantments of the previous bonded item. A signifier can designate an existing magic item as his bonded item. This functions in the same way as replacing a lost or destroyed item except that the new magic item retains its abilities while gaining the benefits and drawbacks of becoming a bonded item.
+
=== Sixth Sense (Sp) ===
 +
At 3rd level a spirit emissary gains ''detect undead'' as a spell-like ability, usable a number of times per day equal to her spirit emissary level. At 5th level, this spell-like ability also detects creatures of the fey type.
 +
The spirit emissary must continue concentrating to discern which auras are of which creature type, gaining this knowledge as she learns the strength and location of each aura on her third round of concentration.
 +
At 7th level, this spell-like ability also detects creatures of the outsider type.
  
=== spirit emissary Armor Training (Ex) ===
+
=== Parley (Sp) ===
At 4th level, while a spirit emissary wears the armor of his order, he reduces the armor check penalty by 1 (to a minimum of 0), and reduces the arcane spell failure chance by 5%. For every 6 levels after level 4, reduce the armor check penalty by 1 and the arcane spell failure chance by 5%.
+
At 4th level, a spirit emissary gains the ability to cast ''calm spirit'' (sp) once per day per class level (her caster level equals her character level).
If the spirit emissary has the Arcane Armor Training or Arcane Armor Mastery feat, the action required to use this feat changes from a swift action to a free action.  
+
At 6th level, she can also use this spell-like ability to calm corporeal undead.  
 +
At 10th level, she can use this spell-like ability to calm creatures of the fey type as well.
 +
At 14th level, she can use this spell-like ability to calm creatures of the outsider type.
 +
The effective spell level of this ability is half the spirit emissary's class level and the save DC of this ability is 10 + 1/2 the spirit emissary's class level + her Wisdom modifier.
  
At 8th level, when a spirit emissary’s speed is not reduced by wearing medium or heavy armor.
+
=== Augment Summoning (Su) ===
 +
At 8th level, a spirit emissary’s bond to an animus strengthens considerably.
 +
She counts as having the Spell Focus (conjuration) feat, but only for prerequisites. She also gains Augment Summoning as a bonus feat. If the spirit emissary already has Augment Summoning, she can choose any feat she meets the prerequisites for as a bonus feat instead.
  
=== Assiduous Gaze ===
+
=== Spirit Conduit (Su) ===
At 6th level and every 6 levels thereafter, an spirit emissary gains an assiduous gaze ability chosen from the list below.
+
At 11th level, when the animus vanishes, the spirit emissary can have her spirit animal appear in an empty square adjacent to herself instead of in the animus’ location.
Activating an assiduous gaze is a swift action that expends a point from the signifier's discipline pool and has an immediate effect to examine a single creature, object, or 5-foot square within 30 feet. A spirit emissary must be wearing his spirit emissary mask to use these abilities, and his caster level while using the ability is equal to his character level.  
 
  
:''Elucidation (Su):'' The spirit emissary can discern each active spell on the target, including the spell’s effect and caster level.  
+
=== Manifest Will (Su) ===
 +
At 13th level, spiritual energy flows both into and out of the spirit emissary, allowing her to overcome the limitations of her physical body by sheer force of will. The spirit emissary selects either Strength, Dexterity, or Constitution. As an immediate action, she can substitute her Wisdom modifier for her selected ability’s modifier on a single ability check, attack roll, saving throw, or skill check. She can use this ability a number of times per day equal to her Wisdom modifier + half her spirit emissary level.
  
:''Morality (Sp):'' The spirit emissary can determine whether the target is chaotic, evil, good, or lawful, as well as the strength of its aura as if he had studied it for 3 rounds using ''detect chaos, detect evil, detect good'', and ''detect law''.  
+
At 16th level and again at 19th level, she can select one more physical ability score she can affect with this ability.
  
:''Scrutiny (Su):'' The spirit emissary can discern whether the target has spell-like abilities or spellcasting abilities; whether any spellcasting abilities are arcane, divine, or psychic; and the strength (see ''detect magic'') of the most powerful spell or spell-like ability the target currently has available.  
+
=== Natural Animus (Su) ===
 +
At 15th level, the spirit emissary's animus ability works with feats and effects that work with ''summon nature's ally'' spells.
  
:''Veracity (Sp):'' The spirit emissary can observe the target as if using ''true seeing''. A spirit emissary must be 14th level to select this ability.  
+
=== Greater Spirit Conduit (Su) ===
 +
At 17th level, when the animus vanishes, the bond allows the animus to leave a parting insight when it vanishes, answering a single yes-or-no question for the spirit emissary as per ''commune''.
  
:''Vigilance (Su):'' The spirit emissary can see through up to 5 feet of stone, wood, or similar barriers as if they didn’t exist. This effect cannot penetrate metal of any kind.
+
== Table: Spirit Emissary ==
 +
{|class="wikitable"
 +
|rowspan=2 valign=bottom |'''Class <br>Level'''||rowspan=2 valign=bottom |''' Base <br>Attack <br>Bonus'''||rowspan=2 valign=bottom |''' Fort <br>Save'''||rowspan=2 valign=bottom |''' Ref <br>Save'''||rowspan=2 valign=bottom |''' Will <br>Save'''||rowspan=2 valign=bottom |''' Special'''||colspan=10 align=center valign=bottom |'''Spells per Day'''
 +
|-
 +
||0|||1st|||2nd|||3rd|||4th|||5th|||6th|||7th|||8th|||9th
 +
|-
 +
|valign="top"| 1st ||valign="top"| +0 ||valign="top"| +0 ||valign="top"| +0 ||valign="top"| +2 ||valign="top"| Animus, spirit, spirit animal ||valign="top"| 3 ||valign="top"| 1 ||valign="top"| — ||valign="top"| — ||valign="top"| — ||valign="top"| — ||valign="top"| — ||valign="top"| — ||valign="top"| — ||valign="top"| —
 +
|-
 +
|valign="top"| 2nd ||valign="top"| +1 ||valign="top"| +0 ||valign="top"| +0 ||valign="top"| +3 ||valign="top"| Spirit strength 2 ||valign="top"| 4 ||valign="top"| 2 ||valign="top"| — ||valign="top"| — ||valign="top"| — ||valign="top"| — ||valign="top"| — ||valign="top"| — ||valign="top"| — ||valign="top"| —
 +
|-
 +
|valign="top"| 3rd ||valign="top"| +2 ||valign="top"| +1 ||valign="top"| +1 ||valign="top"| +3 ||valign="top"| Sixth sense (undead) ||valign="top"| 4 ||valign="top"| 2 ||valign="top"| 1 ||valign="top"| — ||valign="top"| — ||valign="top"| — ||valign="top"| — ||valign="top"| — ||valign="top"| — ||valign="top"| —
 +
|-
 +
|valign="top"| 4th ||valign="top"| +3 ||valign="top"| +1 ||valign="top"| +1 ||valign="top"| +4 ||valign="top"| Parley ||valign="top"| 4 ||valign="top"| 3 ||valign="top"| 2 ||valign="top"| — ||valign="top"| — ||valign="top"| — ||valign="top"| — ||valign="top"| — ||valign="top"| — ||valign="top"| —
 +
|-
 +
|valign="top"| 5th ||valign="top"| +3 ||valign="top"| +1 ||valign="top"| +1 ||valign="top"| +4 ||valign="top"| Sixth sense (fey) ||valign="top"| 4 ||valign="top"| 3 ||valign="top"| 2 ||valign="top"| 1 ||valign="top"| — ||valign="top"| — ||valign="top"| — ||valign="top"| — ||valign="top"| — ||valign="top"| —
 +
|-
 +
|valign="top"| 6th ||valign="top"| +4 ||valign="top"| +2 ||valign="top"| +2 ||valign="top"| +5 ||valign="top"| Parley (undead) ||valign="top"| 4 ||valign="top"| 3 ||valign="top"| 3 ||valign="top"| 2 ||valign="top"| — ||valign="top"| — ||valign="top"| — ||valign="top"| — ||valign="top"| — ||valign="top"| —
 +
|-
 +
|valign="top"| 7th ||valign="top"| +5 ||valign="top"| +2 ||valign="top"| +2 ||valign="top"| +5 ||valign="top"| Sixth sense (outsiders) ||valign="top"| 4 ||valign="top"| 4 ||valign="top"| 3 ||valign="top"| 2 ||valign="top"| 1 ||valign="top"| — ||valign="top"| — ||valign="top"| — ||valign="top"| — ||valign="top"| —
 +
|-
 +
|valign="top"| 8th ||valign="top"| +6/+1 ||valign="top"| +2 ||valign="top"| +2 ||valign="top"| +6 ||valign="top"| Augment Summoning ||valign="top"| 4 ||valign="top"| 4 ||valign="top"| 3 ||valign="top"| 3 ||valign="top"| 2 ||valign="top"| — ||valign="top"| — ||valign="top"| — ||valign="top"| — ||valign="top"| —
 +
|-
 +
|valign="top"| 9th ||valign="top"| +6/+1 ||valign="top"| +3 ||valign="top"| +3 ||valign="top"| +6 ||valign="top"| Spirit strength 4 ||valign="top"| 4 ||valign="top"| 4 ||valign="top"| 4 ||valign="top"| 3 ||valign="top"| 2 ||valign="top"| 1 ||valign="top"| — ||valign="top"| — ||valign="top"| — ||valign="top"| —
 +
|-
 +
|valign="top"| 10th ||valign="top"| +7/+2 ||valign="top"| +3 ||valign="top"| +3 ||valign="top"| +7 ||valign="top"| Parley (fey)  ||valign="top"| 4 ||valign="top"| 4 ||valign="top"| 4 ||valign="top"| 3 ||valign="top"| 3 ||valign="top"| 2 ||valign="top"| — ||valign="top"| — ||valign="top"| — ||valign="top"| —
 +
|-
 +
|valign="top"| 11th ||valign="top"| +8/+3 ||valign="top"| +3 ||valign="top"| +3 ||valign="top"| +7 ||valign="top"| Spirit conduit ||valign="top"| 4 ||valign="top"| 4 ||valign="top"| 4 ||valign="top"| 4 ||valign="top"| 3 ||valign="top"| 2 ||valign="top"| 1 ||valign="top"| — ||valign="top"| — ||valign="top"| —
 +
|-
 +
|valign="top"| 12th ||valign="top"| +9/+4 ||valign="top"| +4 ||valign="top"| +4 ||valign="top"| +8 ||valign="top"| Spirit (greater) ||valign="top"| 4 ||valign="top"| 4 ||valign="top"| 4 ||valign="top"| 4 ||valign="top"| 3 ||valign="top"| 3 ||valign="top"| 2 ||valign="top"| — ||valign="top"| — ||valign="top"| —
 +
|-
 +
|valign="top"| 13th ||valign="top"| +9/+4 ||valign="top"| +4 ||valign="top"| +4 ||valign="top"| +8 ||valign="top"| Manifest will ||valign="top"| 4 ||valign="top"| 4 ||valign="top"| 4 ||valign="top"| 4 ||valign="top"| 4 ||valign="top"| 3 ||valign="top"| 2 ||valign="top"| 1 ||valign="top"| — ||valign="top"| —
 +
|-
 +
|valign="top"| 14th ||valign="top"| +10/+5 ||valign="top"| +4 ||valign="top"| +4 ||valign="top"| +9 ||valign="top"| Parley (outsiders) ||valign="top"| 4 ||valign="top"| 4 ||valign="top"| 4 ||valign="top"| 4 ||valign="top"| 4 ||valign="top"| 3 ||valign="top"| 3 ||valign="top"| 2 ||valign="top"| — ||valign="top"| —
 +
|-
 +
|valign="top"| 15th ||valign="top"| +11/+6/+1 ||valign="top"| +5 ||valign="top"| +5 ||valign="top"| +9 ||valign="top"| Natural animus ||valign="top"| 4 ||valign="top"| 4 ||valign="top"| 4 ||valign="top"| 4 ||valign="top"| 4 ||valign="top"| 4 ||valign="top"| 3 ||valign="top"| 2 ||valign="top"| 1 ||valign="top"| —
 +
|-
 +
|valign="top"| 16th ||valign="top"| +12/+7/+2 ||valign="top"| +5 ||valign="top"| +5 ||valign="top"| +10 ||valign="top"| Manifest will 2 ||valign="top"| 4 ||valign="top"| 4 ||valign="top"| 4 ||valign="top"| 4 ||valign="top"| 4 ||valign="top"| 4 ||valign="top"| 3 ||valign="top"| 3 ||valign="top"| 2 ||valign="top"| —
 +
|-
 +
|valign="top"| 17th ||valign="top"| +12/+7/+2 ||valign="top"| +5 ||valign="top"| +5 ||valign="top"| +10 ||valign="top"| Greater spirit conduit ||valign="top"| 4 ||valign="top"| 4 ||valign="top"| 4 ||valign="top"| 4 ||valign="top"| 4 ||valign="top"| 4 ||valign="top"| 4 ||valign="top"| 3 ||valign="top"| 2 ||valign="top"| 1
 +
|-
 +
|valign="top"| 18th ||valign="top"| +13/+8/+3 ||valign="top"| +6 ||valign="top"| +6 ||valign="top"| +11 ||valign="top"| Spirit strength 6 ||valign="top"| 4 ||valign="top"| 4 ||valign="top"| 4 ||valign="top"| 4 ||valign="top"| 4 ||valign="top"| 4 ||valign="top"| 4 ||valign="top"| 3 ||valign="top"| 3 ||valign="top"| 2
 +
|-
 +
|valign="top"| 19th ||valign="top"| +14/+9/+4 ||valign="top"| +6 ||valign="top"| +6 ||valign="top"| +11 ||valign="top"| Manifest will 3 ||valign="top"| 4 ||valign="top"| 4 ||valign="top"| 4 ||valign="top"| 4 ||valign="top"| 4 ||valign="top"| 4 ||valign="top"| 4 ||valign="top"| 4 ||valign="top"| 3 ||valign="top"| 3
 +
|-
 +
|valign="top"| 20th ||valign="top"| +15/+10/+5 ||valign="top"| +6 ||valign="top"| +6 ||valign="top"| +12 ||valign="top"| Spirit (transformation) ||valign="top"| 4 ||valign="top"| 4 ||valign="top"| 4 ||valign="top"| 4 ||valign="top"| 4 ||valign="top"| 4 ||valign="top"| 4 ||valign="top"| 4 ||valign="top"| 4 ||valign="top"| 4
 +
|}
  
=== Discipline ===
+
== Favored Class Bonuses ==
At 8th level a spirit emissary draws upon her training and devotion to develop a discipline pool and potent disciplines.
+
Instead of receiving an additional skill rank or hit point whenever they gain a level in a favored class, some races have the option of choosing from a number of other bonuses, depending upon their favored classes. The following options are available to each listed race. Unless otherwise stated the bonus applies each time you select the listed favored class reward. All these choices are available from level 1, even if they enhance an ability you only gain at a higher level. A favored race bonus that helps you qualify for a certain class ability means you get that particular class ability at an earlier level.
  
The spirit emissary gains a discipline pool that reflects her devotion and zeal. This pool has a number of points equal to the spirit emissary's class level.  
+
* '''Dwarf:''' Select one item creation feat known you know. Whenever crafting an item using that feat, the amount of progress made in an 8-hour period increases by 200 gp (50 gp if crafting while adventuring). This does not reduce the cost of the item; it just increases the rate at which the item is crafted.
When the signifier casts a spell, she can expend one point from her discipline pool to give the spell the lawful descriptor. This also increases the caster level of the spell by one.
+
* '''Elf:''' Add 1/2 to your Spellcraft skill bonus.
The discipline pool is also used to power many disciplines.
+
* '''Gnome:''' Add one spell from your spell list to your spells known. This spell must be from the illusion school.
 +
* '''Half-Elf:''' Add 1/2 additional daily use of the spirit emissary's animus ability.
 +
* '''Halfling:''' Add +1/2 to your AC against attacks of opportunity triggered by casting spells.  
 +
* '''Half-Orc:''' Add a +1 bonus on concentration checks made due to taking damage while casting spells.
 +
* '''Human:''' Add one spell from your spell list to your spells known. This spell must be at least one level below the highest spell level you can cast.  
  
In addition, a spirit emissary selects a discipline at 8th level and every 6 levels thereafter.
 
When applicable, the save DC to resist a discipline’s effect is equal to 10 + the spirit emissary’s level + her Charisma modifier.
 
 
There are special infernal order disciplines that are specific to each order, see the appendix. These disciplines are learned like other disciplines but are only available to members of each order.
 
  
:''Discern Lies (Sp):''  The spirit emissary can expend a point from her discipline pool to use ''discern lies'' as a spell-like ability, with a caster level equal to his character level. The spirit emissary must be level 8 to select this discipline.
+
* '''Aasimar:''' Add +1/5 to your caster level when casting spells with the good descriptor.
 +
* '''Anpur''': Gain a +1/4 bonus on Perception checks for the anpur, spirit animal, and each animus when in a graveyard, temple, or tomb.
 +
* '''Avodim:''' Add + ½ point of cold damage to spells that deal cold damage.
 +
* '''Catfolk:'''  + 1/6 dodge bonus to the spirit emissary's, the spirit animal's, and the animus' AC.
 +
* '''Changeling''': Add +1/2 ft. to the changeling's natural reach. Always round this down to the nearest multiple of 5 ft. The changeling can only use this with natural weapons and touch attacks.
 +
* '''Dhamphir:''' Add +1/4 to the dhampir's undead resistance bonus. When this bonus reaches +1, the spirit animal also gains the undead resistance bonus. When this reaches +3, any animus also gains the undead resistance bonus.
 +
* '''Dhosari:''' When casting abjuration spells, add +1 to the effective caster level of the spell, but only to calculate duration.
 +
* '''Dragonblood:''' Select one energy type from the following: acid, cold, electricity, fire. The spirit emissary, spirit animal, and animus gain resistance 1/2 to this kind of energy.
 +
* '''Drow''': Add a +1/4 bonus on the Stealth skill bonus of the spirit emissary, spirit animal, and animus.
 +
* '''Erkunae:''' Add one spell from your spell list to your spells known. This spell must be of the conjuration or enchantment schools or have the chaotic or evil subtype.
 +
* '''Eventual:''' Add 1 to the eventual's caster level, but only for the purpose of calculating spell duration.
 +
* '''Fetchling''': Add a +1/2 bonus on Stealth checks made by the spirit emissary, spirit animal, and animus while in dim light or darkness.
 +
* '''Gnoll''': Each animus can use pounce when it charges an opponent at a range of 3 ft. or less. Round this down to the nearest increment of 10 ft.
 +
* '''Goblin:'''  Add one spell from your spell list to your spells known. This spell must have the fire descriptor, and be at least one level below the highest spell level you can cast.
 +
* '''Grippli''': Add a +1/2 bonus on Stealth checks made by the spirit emissary, spirit animal, and animus while in swamps and in shallow or deep bog terrain.
 +
* '''Hobgoblin''': Reduce the penalty for not being proficient with one weapon by 1. When the non-proficiency penalty for a weapon becomes 0 because of this ability, the hobgoblin is treated as having the appropriate Martial or Exotic Weapon Proficiency feat for that weapon.
 +
* '''Ifrit:'''  Add one spell from your spell list to your spells known. This spell must have the fire descriptor.
 +
* '''Kitsune:'''  Add one spell from your spell list to your spells known. This spell must be of the enchantment school.
 +
* '''Kobold:'''  Choose acid, cold, electricity, or fire damage. Add +½ point of the chosen energy damage to spells that deal the chosen energy damage.
 +
* '''Lizardfolk''': Add one to the spirit animal's hit points.
 +
* '''Orcam''': Add 1 ft. to the swim speed of the spirit emissary, spirit animal, and animus. Always round this down to the closest multiple of 5 ft.
 +
* '''Oread:'''  Add one spell from your spell list to your spells known. This spell must have the acid or earth descriptor.
 +
* '''Polkan''': For 1 round per day the polkan can squeeze (reducing space to 5 ft.) without taking any penalties. These rounds need not be consecutive.
 +
* '''Qit'ar''': Add +1/4 to the qit'ar's loyalty to self bonus. When this bonus reaches +1, the spirit animal also gains the loyalty to self bonus. When this reaches +3, any animus also gains the loyalty to self bonus.
 +
* '''Ratfolk''': Choose 1/5 of the following ratfolk racial traits: darkvision, cornered fury, rodent empathy, scent, skulk, swarming, unnatural. The spirit emissary, spirit animal, and any animus gains these racial traits.
 +
* '''Samsaran:''' Choose one metamgaic feat. Reduce the spell slot required to apply this metamagic feat by 1/4 (to a minimum of +0). This option must be selected 4 times (or another increment of 4) to reduce the spell slot required by 1 (minimum +0).
 +
* '''Shibaten:'''  Add one spell from your spell list to your spells known. This spell must have the air or water descriptor.
 +
* '''Strix''': Add 1/2 ft. to the fly speed of the spirit emissary, spirit animal, and animus. Always round this down to the closest multiple of 5 ft.
 +
* '''Sylph:'''  Add one spell from your spell list to your spells known. This spell must have the air or electricity descriptor.
 +
* '''Tengu:'''  Add +1/3 to your caster level when casting spells with the language dependent descriptor, or those creating magical glyphs, runes, or symbols.
 +
* '''Tiefling:''' Add one spell from your spell list to your spells known. This spell must have the darkness or compulsion descriptor.
 +
* '''Undine:''' Add one spell from your spell list to your spells known. This spell must have the cold or water descriptor.  
 +
* '''Wayang''': When in dim light or darkness, add 1% to the concealment miss chance of the spirit emissary, spirit animal, and each animus.
 +
* '''Xesa:''' Add one spell from your spell list to your spells known. This spell must have the mind-affecting, polymorph, or poison descriptor.
 +
* '''Zendiqi:''' Add one spell from your spell list to your spells known. This spell must have the acid, air, cold, electricity, fire, or water descriptor.
 +
* '''Zif''': Choose 1/5 shell-caste magic spell, always selecting the zif's own shell-caste magic spell the first time. The spirit emissary, spirit animal, and animus gains the selected shell-caste magic spell as a constant spell-like ability.
  
:''Fearsomeness (Ex):'' The spirit emissary can expend a point from her discipline pool to activate fearsomeness until the end of her turn. When she uses the Intimidate skill to cause a creature within 10 feet to become shaken can instead cause that creature to become frightened.  
+
== Witch Archetype: Patron Conduit ==
 +
Certain spirit emissaries are tied to witch patrons rather than to spirits. The patron conduit channels the impersonal power of a witch patron through a familiar. Patron conduit is a witch archetype and has all the witch's class features, except as noted.  
  
:''Infernal Identity (Ex):'' As long as he wears the signifier mask, the spirit emissary gains a +2 bonus on all Charisma checks and Charisma-related skill checks made while interacting with creatures of lawful alignment.  
+
=== Animus (Su) ===
 +
The patron conduit gains the spirit emissary's animus ability, usable a number of times per day equal to 3 + her Intelligence modifier. The animus works with the patron conduit's familiar instead of connecting to a spirit animal. This replaces hex.
  
:''Infernal Resilience (Ex):'' The spirit emissary gains DR 5/chaotic and becomes immune to poison. He must be 16th level to select this discipline.
+
=== Spirit Conduit (Su) ===
 +
At 4th level, when the animus vanishes, the patron conduit can have her spirit animal appear in an empty square adjacent to herself instead of in the animus’s location.
  
:''Studious (Ex):'' The spirit emissary gains a number of skill ranks in the Knowledge skill favored by her order equal to her Hit Dice. Any skill ranks she previously had in this skill are moved to other Knowledge skills of the signifier's choice.
+
=== Evolved Familiar (Su) ===
 +
At 8th level a patron conduit strengthens her bond to her familiar. The familiar gains 2 evolution points as if it were an eidolon (as the summoner class feature) and can use them to purchase eidolon evolutions from the following list:
 +
blindsense,
 +
burrow,
 +
climb,
 +
energy attacks,
 +
fast healing,
 +
flight,
 +
gills,
 +
immunity,
 +
improved damage,
 +
improved natural armor,
 +
incorporeal form,
 +
magic attacks,
 +
no breath,
 +
reach,
 +
resistance,
 +
skilled,
 +
spell resistance
 +
swim,
 +
tail,
 +
tremorsense, and
 +
unnatural aura.
 +
Witch levels count as summoner levels and eidolon Hit Dice for evolutions
 +
At 12th and 16th level, the patron conduit familiar gains 2 additional evolution points. It can freely reassign all of its points to purchase different evolutions each time the patron conduit advances in level. This replaces major hex.
  
:''Tactician (Ex):'' The spirit emissary  receives a teamwork feat as a bonus feat. She must meet the prerequisites for this feat. As a standard action that costs one point from her discipline pool, the spirit emissary can grant this feat to all allies within 30 feet who can see and hear her. Allies retain the use of this bonus feat for 3 rounds plus 1 round for every two levels the spirit emissary possesses. Allies do not need to meet the prerequisites of these bonus feats.  At level 10, she can use this ability as a swift action. She can select this benefit again at level 6 and every 6 levels thereafter, each time after the first gives an additional tactical feat as a bonus feat (as above).
+
=== Greater Spirit Conduit (Su) ===
 +
At 18th level, when the animus vanishes, the bond allows the animus to leave parting a insight when it vanishes, answering a single yes-or-no question for the spirit emissary as per ''commune''.
 +
This replaces grand hex.
  
:''Tracker (Sp):''  The spirit emissary can expend one point from her discipline pool to summon a creature to aid him, either in battle or to track an enemy, as if using a ''summon monster'' spell, save that the summoned creature lingers for 1 hour before vanishing. All animals summoned this way have the fiendish template. The spirit emissary can summon either a dire rat,  a dog, an eagle, or a pony (horse). This is the equivalent of a 3rd level spell. The  spirit emissary must be 6th level to select this discipline.  An 8th-level spirit emissary can summon either an a horse, a riding dog, a wolf, or a leopard. This is the equivalent of a 4th level spell.An 11th-level spirit emissary can summon either a dire wolf or a hell hound.  This is the equivalent of a 5th level spell. A 14th-level spirit emissary can instead opt to summon a pack of 1d4+1 riding dogs or wolves or a single cerberus or dire bat.  This is the equivalent of a 6th level spell. A 17th-level spirit emissary can summon either a pack of 1d4+1  dire wolves or hell hounds, or a single dire lion or shadow mastif. This is the equivalent of a 7th level spell. A 20th-level spirit emissary can instead opt to summon a pack of 1d4+1 cerberi or dire bats, or a single dire tiger or invisible stalker.  This is the equivalent of a 8th level spell.
+
== Feats ==
 +
=== Extra Animus ===
 +
'''Prerequisite:''' Animus (Spirit envoy class feature)
  
:''Wrack (Su):'' When the spirit emissary damages a foe, she can expend one point of discipline to cause the target to suffer incredible pain. The target must make a Will save to avoid being staggered for 1d4 rounds.
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'''Benefit:''' You can use your animus class feature two additional times per day.
  
=== Diabolic Harbinger (Su) ===
+
'''Special:''' You can choose this feat several times, the benefits stack.
At 20th level, as long as a spirit emissary wears his spirit emissary mask, he gains telepathy with a range of 100 feet and can see perfectly in both magical and mundane darkness. While wearing his spirit emissary mask, he is immune to blindness and dazzling effects.  
+
<noinclude>== OGL ==
{{OGL}}
+
{{OGL}}</noinclude>
 +
===Section 15 Addendum ===
 +
* Open Game License v 1.0a © 2000, Wizards of the Coast, Inc.
 +
* System Reference Document © 2000, Wizards of the Coast, Inc.; Authors: Jonathan Tweet, Monte Cook, Skip Williams, based on material by E. Gary Gygax and Dave Arneson.
 +
* Advanced Player’s Guide. © 2010, Paizo Publishing, LLC; Author: Jason Bulmahn.
 +
* Genie, Marid from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author: Scott Greene, based on original material by Gary Gygax.  
 +
* Pathfinder Roleplaying Game Core Rulebook © 2009, Paizo Inc.; Author: Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.  
 +
* Pathfinder Roleplaying Game Adventurer’s Guide © 2017, Paizo Inc.; Authors: Benjamin Bruck, John Compton, Crystal Frasier, Tim Hitchcock, Jenny Jarzabski, Isabelle Lee, Joe Pasini, Jessica Price, David Schwartz, and Josh Vogt.
 +
* Lands of Porphyra © 2015, Purple Duck Games; Authors: Ken Austin, Thomas Baumbach, Carl Cramér, Daniel Denehy, Perry Fehr, Mark Gedak, August Hahn, Noble Hays, John Hazen, Sam Hing, Sean Holland, N. Jolly, Christopher Kaiser, James H. Lewis, Chris Longhurst, Liz Mackie, Josh McCrowell, Christopher Mennell, Scott Messer, Angel “ARMR” Miranda, Julian Neale, Daniel M. Perez, David Pryzbyla, Marc Radle, David N. Ross, Treyson Sanders, Justin Sluder, Todd Stewart, Stefen Styrsky, Mike Welham, Jeremy Whelan, Patricia Willenborg.
 +
* Pathfinder Roleplaying Game Advanced Class Guide © 2014, Paizo Inc.; Authors: Dennis Baker, Ross Byers, Jesse Benner, Savannah Broadway, Jason Bulmahn, Jim Groves, Tim Hitchcock, Tracy Hurley, Jonathan H. Keith, Will McCardell, Dale C. McCoy, Jr., Tom Phillips, Stephen Radney-MacFarland, Thomas M. Reid, Sean K Reynolds, Tork Shaw, Owen K.C. Stephens, and Russ Taylor.

Latest revision as of 10:47, 30 September 2017

ApathApath Logo
Unofficial rules compendium

Spirit emissaries bring the wisdom of the spirits into an unruly world.

Background

Spirit emissaries cultivate strength and unity with the spirit world through knowledge, self-control, and willpower. The core of their powers is the ability to invest power in a spirit companion and to take in a portion of that spirit’s power in exchange. This process creates a powerful bond to the spirit realms, allowing the spirit emissary to sense and pacify otherworldly creatures. They learn to channel powerful outsiders into the physical form of their spirit animal, creating a powerful hybrid called an animus to guide, protect, and advise her.

Spirit Emissaries of Porphyra

The world of spirits touch upon both the elemental realms, the material plane, and the higher worlds of the gods. Spirit emissaries claim an understanding an unity with all three worlds, something that leave them open to accusations of elementalism by adherents of the divine and of being deists by elementalists. Not surprisingly, this makes Porphyran spirit emissaries somewhat paranoid among people, but not among spirits.

Class Information

This is a prestige archetype built on the spirit channeler emissary prestige class.

Role: Spirit emissaries invoke the animus of their spirit animal and use their spells to support both the animus and other allies.

Alignment: Any. Spirits can have any imaginable goal and ethos (and some that are hard to even imagine); even the most quirky spirit emissary can find a spirit ally to give them power.

Hit Die: d8.

Starting Wealth: 3d6 × 10 gp (average 105 gp.) In addition, each character begins play with an outfit worth 10 gp or less.

Class Skills

The spirit emissary’s class skills (and the key ability for each skill) are Craft (Int), Diplomacy (Cha), Fly (Dex), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Knowledge (nature) (Int), Knowledge (planes) (Int), Knowledge (religion) (Int), Profession (Wis), Ride (Dex), Sense Motive (Wis), Spellcraft (Int), and Survival (Wis).

Skill Ranks per Level: 4 + Int modifier.

Class Features

The following are class features of the spirit emissary prestige class.

Weapon and Armor Proficiency

A spirit emissary is proficient with all simple weapons, and with light and medium armor.

Spell Casting

A spirit emissary casts divine spells drawn from the shaman spell list. A spirit emissary must choose and prepare her spells in advance.

To prepare or cast a spell, a spirit emissary must have a Wisdom score equal to at least 10 + the spell’s level. The saving throw DC against a spirit emissary’s spell is 10 + the spell’s level + the spirit emissary’s Wisdom modifier.

Like other spellcasters, a spirit emissary can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: Spirit Emissary. In addition, she receives bonus spells per day if she has a high Wisdom score.

Spirit emissaries commune with their spirit animals to prepare their spells. Each spirit emissary must choose a time when she must spend 1 hour each day in quiet contemplation with her spirit animal to regain her daily allotment of spells. A spirit emissary can prepare and cast any spell on the spirit emissary spell list, provided that she can cast spells of that level, but she must choose which spells to prepare during her daily communion.

Orisons Spirit emissaries can prepare a number of orisons, or 0-level spells, each day as noted on Table: Spirit Emissary. These spells are cast like any other spell, but they are not expended when cast and may be used again.

Animus (Sp)

At 1st level, a spirit emissary learns to call down very diverse spiritual servants, using her spirit animal as the focus and conduit to create a hybrid creature called an animus.

This ability functions as summon monster I, except the spirit emissary can summon only a single creature at a time (though she can select a different creature each time and can always decide to summon a single creature from a lower-level list). This summoned creature appears in the spirit animal’s location, replaces the spirit animal for the spell’s duration, and obeys the spirit emissary as if it were her spirit animal. An animus typically retains some superficial traits of the spirit animal used as a conduit in its summoning, but gains no other abilities of the spirit animal (such as share spells or evolution points). Spells and effects on the spirit animal are transferred to the animus while it exists, even if it would not normally be a viable target for the spell or effect.

The animus remains for 1 round per caster level; it vanishes once this duration expires or it is reduced to 0 or fewer hit points. The spirit animal reappears in the animus’s last location and suffers none of the damage, status effects, or spells affecting the animus when it vanished.

At 3rd level, and every 2 levels thereafter, the power of this ability increases by 1 spell level, allowing her to summon a more powerful animus. At 19th level this ability can be used as gate, but the spirit emissary must provide the material components of the spell. These spells are considered to be part of the summoner’s spell list for the purposes of spell trigger and spell completion items. In addition, the summoner can expend uses of this ability to fulfill the construction requirements of any magic item she creates, so long as she can use this ability to cast the required spell.

The animus ability is affected by any feat or effect that affects summon monster or the creatures summoned by such a spell. It does not work with metamagic feats.

The spirit emissary can use this ability a number of times per day equal to 3 + her Wisdom modifier. Each use is a standard action.

Spirit (Su)

A spirit emissary forms a mystical bond with the spirits of the world. She forms a lasting bond with a single spirit, which grants a number of abilities and defines many of her other class features.

At 1st level, a spirit emissary gains the spirit ability granted by her chosen spirit. The spirit emissary has no spirit spell slots. Instead she adds the spirit magic spells offered by her spirit directly to her spell list. She prepares and casts these spells like any other spell on her spell list. A spirit emissary cannot use hexes and does not add the hexes possessed by that spirit to the list of hexes that she can use.

At 8th level, the spirit emissary gains the abilities listed in the greater version of her selected spirit. At 16th level, the spirit emissary gains the abilities listed for the true version of her selected spirit. At 20th level, a spirit emissary undergoes a transformation as she manifests as a pinnacle of her main spirit. The nature of this manifestation depends on the spirit emissary’s spirit, and is described in its entry.

If the spirit emissary takes levels in another class that grants a mystery (such as the oracle), the spirit and mystery must match, even if that means one of them must change. Subject to GM discretion, the spirit emissary can change her former mystery or spirit to make them conform.

This is a variant of the shaman's spirit ability. See the shaman class for descriptions of available spirits.

Spirit Animal (Ex)

By communing with the incredible powers of her spirit, the spirit emissary forges a cherished bond with one specific servant of that spirit—known as a spirit animal. A spirit animal is a creature chosen by a spirit emissary to serve as a conduit, allowing her to access the magic of her spirit on a daily basis. While the spirit animal does not store the spells like a witch’s familiar does, the spirit animal serves as her conduit to divine power. A spirit emissary must commune with her spirit animal each day to prepare her spells. If a spirit emissary’s spirit animal is slain, she cannot prepare new spells until the spirit animal is replaced. The spirit emissary’s spirit animal also grants her special powers.

This ability uses the same rules as the wizard’s arcane bond class feature and is treated as a familiar, except as noted below. A spirit emissary uses her class level as her effective wizard level when determining the abilities of her spirit animal. A spirit emissary can select any familiar available to wizards to serve as her spirit animal. The spirit emissary’s spirit animal is treated as a familiar for the purposes of all spells, effects, and abilities that affect familiars. Levels of different classes that are entitled to familiars stack with spirit emissary levels for the purpose of determining any spirit animal abilities that depend on the spirit emissary’s level. If a spirit animal is lost or dies, it can be replaced after 24 hours through a special ritual that consumes material components worth 200 gp per spirit emissary level. The ritual takes 8 hours to complete.

Spirit Strength (Ex)

At 2nd level a spirit emissary strengthens her bond to the spirit world by channeling additional divine power through her spirit animal. The spirit animal gains 2 evolution points as if it were an eidolon (as the summoner class feature) and can use them to purchase eidolon evolutions from the following list: ability increase, blindsense, burrow, climb, energy attacks, fast healing, flight, gills, immunity, improved damage, improved natural armor, incorporeal form, magic attacks, no breath, reach, resistance, skilled, spell resistance swim, tremorsense, and unnatural aura. It can freely reassign all of its points to purchase different evolutions each time the spirit emissary advances in level. Spirit emissary levels count as summoner levels and eidolon Hit Dice for evolutions. At 9th level and 18th level, the spirit emissary’s spirit animal gains 2 additional evolution points.

Sixth Sense (Sp)

At 3rd level a spirit emissary gains detect undead as a spell-like ability, usable a number of times per day equal to her spirit emissary level. At 5th level, this spell-like ability also detects creatures of the fey type. The spirit emissary must continue concentrating to discern which auras are of which creature type, gaining this knowledge as she learns the strength and location of each aura on her third round of concentration. At 7th level, this spell-like ability also detects creatures of the outsider type.

Parley (Sp)

At 4th level, a spirit emissary gains the ability to cast calm spirit (sp) once per day per class level (her caster level equals her character level). At 6th level, she can also use this spell-like ability to calm corporeal undead. At 10th level, she can use this spell-like ability to calm creatures of the fey type as well. At 14th level, she can use this spell-like ability to calm creatures of the outsider type. The effective spell level of this ability is half the spirit emissary's class level and the save DC of this ability is 10 + 1/2 the spirit emissary's class level + her Wisdom modifier.

Augment Summoning (Su)

At 8th level, a spirit emissary’s bond to an animus strengthens considerably. She counts as having the Spell Focus (conjuration) feat, but only for prerequisites. She also gains Augment Summoning as a bonus feat. If the spirit emissary already has Augment Summoning, she can choose any feat she meets the prerequisites for as a bonus feat instead.

Spirit Conduit (Su)

At 11th level, when the animus vanishes, the spirit emissary can have her spirit animal appear in an empty square adjacent to herself instead of in the animus’ location.

Manifest Will (Su)

At 13th level, spiritual energy flows both into and out of the spirit emissary, allowing her to overcome the limitations of her physical body by sheer force of will. The spirit emissary selects either Strength, Dexterity, or Constitution. As an immediate action, she can substitute her Wisdom modifier for her selected ability’s modifier on a single ability check, attack roll, saving throw, or skill check. She can use this ability a number of times per day equal to her Wisdom modifier + half her spirit emissary level.

At 16th level and again at 19th level, she can select one more physical ability score she can affect with this ability.

Natural Animus (Su)

At 15th level, the spirit emissary's animus ability works with feats and effects that work with summon nature's ally spells.

Greater Spirit Conduit (Su)

At 17th level, when the animus vanishes, the bond allows the animus to leave a parting insight when it vanishes, answering a single yes-or-no question for the spirit emissary as per commune.

Table: Spirit Emissary

Class
Level
Base
Attack
Bonus
Fort
Save
Ref
Save
Will
Save
Special Spells per Day
0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +0 +0 +0 +2 Animus, spirit, spirit animal 3 1
2nd +1 +0 +0 +3 Spirit strength 2 4 2
3rd +2 +1 +1 +3 Sixth sense (undead) 4 2 1
4th +3 +1 +1 +4 Parley 4 3 2
5th +3 +1 +1 +4 Sixth sense (fey) 4 3 2 1
6th +4 +2 +2 +5 Parley (undead) 4 3 3 2
7th +5 +2 +2 +5 Sixth sense (outsiders) 4 4 3 2 1
8th +6/+1 +2 +2 +6 Augment Summoning 4 4 3 3 2
9th +6/+1 +3 +3 +6 Spirit strength 4 4 4 4 3 2 1
10th +7/+2 +3 +3 +7 Parley (fey) 4 4 4 3 3 2
11th +8/+3 +3 +3 +7 Spirit conduit 4 4 4 4 3 2 1
12th +9/+4 +4 +4 +8 Spirit (greater) 4 4 4 4 3 3 2
13th +9/+4 +4 +4 +8 Manifest will 4 4 4 4 4 3 2 1
14th +10/+5 +4 +4 +9 Parley (outsiders) 4 4 4 4 4 3 3 2
15th +11/+6/+1 +5 +5 +9 Natural animus 4 4 4 4 4 4 3 2 1
16th +12/+7/+2 +5 +5 +10 Manifest will 2 4 4 4 4 4 4 3 3 2
17th +12/+7/+2 +5 +5 +10 Greater spirit conduit 4 4 4 4 4 4 4 3 2 1
18th +13/+8/+3 +6 +6 +11 Spirit strength 6 4 4 4 4 4 4 4 3 3 2
19th +14/+9/+4 +6 +6 +11 Manifest will 3 4 4 4 4 4 4 4 4 3 3
20th +15/+10/+5 +6 +6 +12 Spirit (transformation) 4 4 4 4 4 4 4 4 4 4

Favored Class Bonuses

Instead of receiving an additional skill rank or hit point whenever they gain a level in a favored class, some races have the option of choosing from a number of other bonuses, depending upon their favored classes. The following options are available to each listed race. Unless otherwise stated the bonus applies each time you select the listed favored class reward. All these choices are available from level 1, even if they enhance an ability you only gain at a higher level. A favored race bonus that helps you qualify for a certain class ability means you get that particular class ability at an earlier level.

  • Dwarf: Select one item creation feat known you know. Whenever crafting an item using that feat, the amount of progress made in an 8-hour period increases by 200 gp (50 gp if crafting while adventuring). This does not reduce the cost of the item; it just increases the rate at which the item is crafted.
  • Elf: Add 1/2 to your Spellcraft skill bonus.
  • Gnome: Add one spell from your spell list to your spells known. This spell must be from the illusion school.
  • Half-Elf: Add 1/2 additional daily use of the spirit emissary's animus ability.
  • Halfling: Add +1/2 to your AC against attacks of opportunity triggered by casting spells.
  • Half-Orc: Add a +1 bonus on concentration checks made due to taking damage while casting spells.
  • Human: Add one spell from your spell list to your spells known. This spell must be at least one level below the highest spell level you can cast.


  • Aasimar: Add +1/5 to your caster level when casting spells with the good descriptor.
  • Anpur: Gain a +1/4 bonus on Perception checks for the anpur, spirit animal, and each animus when in a graveyard, temple, or tomb.
  • Avodim: Add + ½ point of cold damage to spells that deal cold damage.
  • Catfolk: + 1/6 dodge bonus to the spirit emissary's, the spirit animal's, and the animus' AC.
  • Changeling: Add +1/2 ft. to the changeling's natural reach. Always round this down to the nearest multiple of 5 ft. The changeling can only use this with natural weapons and touch attacks.
  • Dhamphir: Add +1/4 to the dhampir's undead resistance bonus. When this bonus reaches +1, the spirit animal also gains the undead resistance bonus. When this reaches +3, any animus also gains the undead resistance bonus.
  • Dhosari: When casting abjuration spells, add +1 to the effective caster level of the spell, but only to calculate duration.
  • Dragonblood: Select one energy type from the following: acid, cold, electricity, fire. The spirit emissary, spirit animal, and animus gain resistance 1/2 to this kind of energy.
  • Drow: Add a +1/4 bonus on the Stealth skill bonus of the spirit emissary, spirit animal, and animus.
  • Erkunae: Add one spell from your spell list to your spells known. This spell must be of the conjuration or enchantment schools or have the chaotic or evil subtype.
  • Eventual: Add 1 to the eventual's caster level, but only for the purpose of calculating spell duration.
  • Fetchling: Add a +1/2 bonus on Stealth checks made by the spirit emissary, spirit animal, and animus while in dim light or darkness.
  • Gnoll: Each animus can use pounce when it charges an opponent at a range of 3 ft. or less. Round this down to the nearest increment of 10 ft.
  • Goblin: Add one spell from your spell list to your spells known. This spell must have the fire descriptor, and be at least one level below the highest spell level you can cast.
  • Grippli: Add a +1/2 bonus on Stealth checks made by the spirit emissary, spirit animal, and animus while in swamps and in shallow or deep bog terrain.
  • Hobgoblin: Reduce the penalty for not being proficient with one weapon by 1. When the non-proficiency penalty for a weapon becomes 0 because of this ability, the hobgoblin is treated as having the appropriate Martial or Exotic Weapon Proficiency feat for that weapon.
  • Ifrit: Add one spell from your spell list to your spells known. This spell must have the fire descriptor.
  • Kitsune: Add one spell from your spell list to your spells known. This spell must be of the enchantment school.
  • Kobold: Choose acid, cold, electricity, or fire damage. Add +½ point of the chosen energy damage to spells that deal the chosen energy damage.
  • Lizardfolk: Add one to the spirit animal's hit points.
  • Orcam: Add 1 ft. to the swim speed of the spirit emissary, spirit animal, and animus. Always round this down to the closest multiple of 5 ft.
  • Oread: Add one spell from your spell list to your spells known. This spell must have the acid or earth descriptor.
  • Polkan: For 1 round per day the polkan can squeeze (reducing space to 5 ft.) without taking any penalties. These rounds need not be consecutive.
  • Qit'ar: Add +1/4 to the qit'ar's loyalty to self bonus. When this bonus reaches +1, the spirit animal also gains the loyalty to self bonus. When this reaches +3, any animus also gains the loyalty to self bonus.
  • Ratfolk: Choose 1/5 of the following ratfolk racial traits: darkvision, cornered fury, rodent empathy, scent, skulk, swarming, unnatural. The spirit emissary, spirit animal, and any animus gains these racial traits.
  • Samsaran: Choose one metamgaic feat. Reduce the spell slot required to apply this metamagic feat by 1/4 (to a minimum of +0). This option must be selected 4 times (or another increment of 4) to reduce the spell slot required by 1 (minimum +0).
  • Shibaten: Add one spell from your spell list to your spells known. This spell must have the air or water descriptor.
  • Strix: Add 1/2 ft. to the fly speed of the spirit emissary, spirit animal, and animus. Always round this down to the closest multiple of 5 ft.
  • Sylph: Add one spell from your spell list to your spells known. This spell must have the air or electricity descriptor.
  • Tengu: Add +1/3 to your caster level when casting spells with the language dependent descriptor, or those creating magical glyphs, runes, or symbols.
  • Tiefling: Add one spell from your spell list to your spells known. This spell must have the darkness or compulsion descriptor.
  • Undine: Add one spell from your spell list to your spells known. This spell must have the cold or water descriptor.
  • Wayang: When in dim light or darkness, add 1% to the concealment miss chance of the spirit emissary, spirit animal, and each animus.
  • Xesa: Add one spell from your spell list to your spells known. This spell must have the mind-affecting, polymorph, or poison descriptor.
  • Zendiqi: Add one spell from your spell list to your spells known. This spell must have the acid, air, cold, electricity, fire, or water descriptor.
  • Zif: Choose 1/5 shell-caste magic spell, always selecting the zif's own shell-caste magic spell the first time. The spirit emissary, spirit animal, and animus gains the selected shell-caste magic spell as a constant spell-like ability.

Witch Archetype: Patron Conduit

Certain spirit emissaries are tied to witch patrons rather than to spirits. The patron conduit channels the impersonal power of a witch patron through a familiar. Patron conduit is a witch archetype and has all the witch's class features, except as noted.

Animus (Su)

The patron conduit gains the spirit emissary's animus ability, usable a number of times per day equal to 3 + her Intelligence modifier. The animus works with the patron conduit's familiar instead of connecting to a spirit animal. This replaces hex.

Spirit Conduit (Su)

At 4th level, when the animus vanishes, the patron conduit can have her spirit animal appear in an empty square adjacent to herself instead of in the animus’s location.

Evolved Familiar (Su)

At 8th level a patron conduit strengthens her bond to her familiar. The familiar gains 2 evolution points as if it were an eidolon (as the summoner class feature) and can use them to purchase eidolon evolutions from the following list: blindsense, burrow, climb, energy attacks, fast healing, flight, gills, immunity, improved damage, improved natural armor, incorporeal form, magic attacks, no breath, reach, resistance, skilled, spell resistance swim, tail, tremorsense, and unnatural aura. Witch levels count as summoner levels and eidolon Hit Dice for evolutions At 12th and 16th level, the patron conduit familiar gains 2 additional evolution points. It can freely reassign all of its points to purchase different evolutions each time the patron conduit advances in level. This replaces major hex.

Greater Spirit Conduit (Su)

At 18th level, when the animus vanishes, the bond allows the animus to leave parting a insight when it vanishes, answering a single yes-or-no question for the spirit emissary as per commune. This replaces grand hex.

Feats

Extra Animus

Prerequisite: Animus (Spirit envoy class feature)

Benefit: You can use your animus class feature two additional times per day.

Special: You can choose this feat several times, the benefits stack.

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Section 15 Addendum

  • Open Game License v 1.0a © 2000, Wizards of the Coast, Inc.
  • System Reference Document © 2000, Wizards of the Coast, Inc.; Authors: Jonathan Tweet, Monte Cook, Skip Williams, based on material by E. Gary Gygax and Dave Arneson.
  • Advanced Player’s Guide. © 2010, Paizo Publishing, LLC; Author: Jason Bulmahn.
  • Genie, Marid from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author: Scott Greene, based on original material by Gary Gygax.
  • Pathfinder Roleplaying Game Core Rulebook © 2009, Paizo Inc.; Author: Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.
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  • Lands of Porphyra © 2015, Purple Duck Games; Authors: Ken Austin, Thomas Baumbach, Carl Cramér, Daniel Denehy, Perry Fehr, Mark Gedak, August Hahn, Noble Hays, John Hazen, Sam Hing, Sean Holland, N. Jolly, Christopher Kaiser, James H. Lewis, Chris Longhurst, Liz Mackie, Josh McCrowell, Christopher Mennell, Scott Messer, Angel “ARMR” Miranda, Julian Neale, Daniel M. Perez, David Pryzbyla, Marc Radle, David N. Ross, Treyson Sanders, Justin Sluder, Todd Stewart, Stefen Styrsky, Mike Welham, Jeremy Whelan, Patricia Willenborg.
  • Pathfinder Roleplaying Game Advanced Class Guide © 2014, Paizo Inc.; Authors: Dennis Baker, Ross Byers, Jesse Benner, Savannah Broadway, Jason Bulmahn, Jim Groves, Tim Hitchcock, Tracy Hurley, Jonathan H. Keith, Will McCardell, Dale C. McCoy, Jr., Tom Phillips, Stephen Radney-MacFarland, Thomas M. Reid, Sean K Reynolds, Tork Shaw, Owen K.C. Stephens, and Russ Taylor.