All content on this site, Flay, is Copyright
2005 Moritheil.
DnD 3.5, which most of the material is based on, is Copyright Wizards of the
Coast.
Hit Die: d8.
While Spirit-talkers are undeniably in contact with spirits, unlike shamans, they do not necessarily belong to tribal societies. Any member of any civilization - or none at all - can become a spirit-talker. All that is required is the gift, or curse, of being one of the few who can hear the constant whispers of the spirits. Most spirit-talkers are uneasy being around other spellcasters. Arcane spellcasters who learn of the source of their power tend to consider them crazy or unreliable; clerical divine spellcasters often think them blasphemous or confused. Shamans, who might be the closest to understanding them due to their connection to the spirits, often mistakenly consider them lesser spellcasters due to their inability to summon allies or heal the wounded. Unfortunately for all others, the power of a Spirit-talker is no less real for the limited ways in which it can manifest.
Prime Attributes: Charisma determines spellcasting ability, turning attempts per day, and number of spell slots (see the Sorcerer spells per level table). Spirit-talkers cast divine spells spontaneously. A spirit-talker's spell list consists of only spells from the divination, abjuration, and necromancy schools of the Cleric spell list.
The Spirit-talker’s class skills (and the key ability for each skill) are Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Escape Artist (Dex), Hide (Dex), Jump (Str), Knowledge (arcana/history/local/religion) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Ride (Dex), Sense Motive (Wis), Speak Language, Spellcraft (Int), Spot (Wis), Survival (Wis), Swim (Str), and Tumble (Dex).
Skill Points at 1st Level: (4 + Int modifier) x 4.
Skill Points at Each Additional Level: 4 + Int modifier.
Table: The Spirit-talker
| Level | Base Attack Bonus |
Fort Save |
Ref Save |
Will Save |
Special |
|---|---|---|---|---|---|
| 1st | +0 | +2 | +0 | +2 | Detect Spirits, Anchored Spirit |
| 2nd | +1 | +3 | +0 | +3 | Spirit Guide |
| 3rd | +2 | +3 | +1 | +3 | Trust the Spirits |
| 4th | +3 | +4 | +1 | +4 | Chastise spirits |
| 5th | +3 | +4 | +1 | +4 | Blind-fighting feat |
| 6th | +4 | +5 | +2 | +5 | Guide magic |
| 7th | +5 | +5 | +2 | +5 | Spirit Empathy |
| 8th | +6/+1 | +6 | +2 | +6 | Ghost Warrior |
| 9th | +6/+1 | +6 | +3 | +6 | Spirit form 1/day |
| 10th | +7/+2 | +7 | +3 | +7 | Spiritual Aura 10' |
| 11th | +8/+3 | +7 | +3 | +7 | Manifest Whisper 1 |
| 12th | +9/+4 | +8 | +4 | +8 | Ancestral Grace |
| 13th | +9/+4 | +8 | +4 | +8 | Manifest Whisper 2 |
| 14th | +10/+5 | +9 | +4 | +9 | Spirit form 2/day |
| 15th | +11/+6/+1 | +9 | +5 | +9 | Spiritual Aura 15', Manifest Whisper 3 |
| 16th | +12/+7/+2 | +10 | +5 | +10 | Guide magic 2 |
| 17th | +12/+7/+2 | +10 | +5 | +10 | Manifest Whisper 4 |
| 18th | +13/+8/+3 | +11 | +6 | +11 | Spirit of Pain |
| 19th | +14/+9/+4 | +11 | +6 | +11 | Manifest Whisper 5, Spirit form 3/day |
| 20th | +15/+10/+5 | +12 | +6 | +12 | Spirit Who Walks, Spiritual Aura 20' |
Note: Fey, elementals, and incorporeal undead are considered spirits of nature
and of the dead, respectively.
All of the following are class features of the Spirit-talker.
Weapon and Armor Proficiency: Spirit-talkers are proficient with simple weapons light armor, and shields.
Anchored Spirit (Su): A Spirit-talker has a 5% chance per two class levels of ignoring any effect that would separate his spirit from his body, regardless of the origin of the effect. If it is death that would separate a spirit from his body, and the effect is successfully ignored, the Spirit-talker is instead at -9 hit points and stable. This check is separate from a normal check to stabilize.
Detect Spirits (Su): A Spirit-talker can detect the presence of spirits and their relative power, as per the Detect Evil spell. This ability is usable at will.
Chastise Spirits (Su): Instead of turning undead, a Spirit-talker chastises spirits. All spirits within 30' take 1d6 damage/level. As with Clerics, there is a limitation on turning attempts/day (3+cha mod). The Will save DC is 10+level+Cha mod. Unlike shamans, Spirit-talkers' abilities to Chastise spirits count as Clerical turning.
Spirit Guide (Ex): Choose an animal as a spirit guide that embodies characteristics of the Spirit-talker. This symbolizes what the Spirit-talker really is, and what his true character is like. The Spirit Guide grants Alertness, but it does not physically exist and cannot be harmed or sent out to perform tasks.
Trust the Spirits (Ex): If a Spirit-talker of 3rd level or higher is affected by an enchantment spell or effect and fails a saving throw, he can attempt it again 1 round later at the same DC. He gets only this one extra chance to succeed per saving throw.
Guide Magic (Su): The spirit guide does the concentrating for the spirit-talker to maintain any spell. Every 10 levels thereafter, an additional spell can be concentrated on by the guide, freeing the spirit-talker to do other things. The spirit guide does not fail concentration checks.
Spirit Empathy (Ex): Once per week, Spirit-talkers of at least 7th level can reroll any Diplomacy roll involving a spirit once. A Spirit-talker can attempt Diplomacy rolls with spirits regardless of intelligence or language barriers; this ability is similar to the Wild Empathy ability of druids and rangers. Empathy does not allow for the communication of complex ideas, bargaining, or plans - it merely changes the spirit's attitude towards the Spirit-talker. Note that as with Wild Empathy and magical beasts, spirits, particularly those that despise the living, are under no obligation to extend any new impressions to a Spirit-talker's companions.
Ghost Warrior (Ex): Starting at 8th level, all of a Spirit-talker's equipment is treated as having the ghost touch property. This property fades from an item within one round of leaving contact with the Spirit-talker (unless it is separately imbued).
Spirit Form (Su): At 9th level, a Spirit-talker gains the ability to assume an incorporeal state. Each use of this ability per day lasts for a number of minutes equal to class levels. While incorporeal, the Spirit-talker's Charisma bonus becomes a deflection bonus to AC (min. 1). Note that all of a high-level Spirit-talker's equipment is imbued with ghost touch, so it remains useful in this form. Every additional 5 levels, 1 additional use is gained.
Spiritual Aura (Ex): Beginning at 10th level, a Spirit-talker is immune to domination effects (magical or otherwise). Each ally within 10 feet of him gains a +4 morale bonus on saving throws against such effects. This ability functions while the Spirit-talker is conscious, but not if he is panicked, unconscious, or dead. Every 5 levels, the radius of the aura increases 5 feet.
Manifest Whisper (Su): At 11th level, a Spirit-talker gains the ability to cast a quickened, stilled version of one first-level spell once per day. This ability does not use up a spell slot; the power for the spell is provided by a nearby spirit at the moment of casting. Every two levels thereafter, the Spirit-talker gains the ability to cast a spell of one spell level higher in a similar fashion, once per day.
Ancestral Grace (Su): At 12th level, the Spirit-talker may contact the spirits of his ancestors, and perform a quest to settle some matter for them. In return, they give him their protection, granting him a Charisma bonus to all saving throws.
Spirit of Pain (Su): At 18th level, a Spirit-talker gains a permanent Symbol of Pain tattoo somewhere on his body. This mark cannot be dispelled or erased, although the Spirit-talker can suppress or activate it with a free action. A tattoo that has gone inactive due to affecting creatures, or that is successfully targeted by a dispel magic or mage's disjunction, remains inactive for 1 hour and does not respond to attempts to re-activate it. Spirits are immune to the tattoo's effects. This tattoo functions in all other respects as a permanent Symbol of Pain. For the purposes of temporary inactivation, the Symbol of Pain functions as though it were cast by an 18th level caster.
Spirit Who Walks (Ex): At 20th level, a Spirit-talker becomes a magical, immortal creature. He is forevermore treated as a native outsider rather than as a humanoid for the purpose of spells and magical effects. Additionally, the Spirit-talker gains darkvision 60' and damage reduction 10/cold iron. The Spirit-talker can still be brought back from the dead as if he were a member of her previous creature type.
A Spirit-talker who ceases to revere the spirits cannot gain new levels as a Spirit-talker and loses all Spirit-talker abilities and bonuses.
All content on this site, Flay, is Copyright
2005 Moritheil.
DnD 3.5, which most of the material is based on, is Copyright Wizards of the
Coast.