Earth Spirit"Text"
– Am Shaegar, Kier Earth SpiritText
Becoming a Earth SpiritText
Table 1: The Earth Spirit
Hit Die: d8Level BAB Ref Fort Will Special Abilities
––––––––––––––––––––––––––––––––––––––––––––––––––
1 +0 +0 +2 +2 Name the Spirit
2 +1 +0 +3 +3 Bonus Feat
3 +2 +1 +3 +3 Nature's Travel
Class skills (4 + Int modifier per level): Concentration, Craft, Diplomacy, Handle Animal, Heal, Knowledge (geography, history, local, nature), Listen, Profession, Ride, Spellcraft, Spot, Survival, Truespeak
Requirements:Feats: Watchful Spirit
Skills: Truespeak 6, Knowledge (Nature) 6
Special: Must have a spirit guide
Class FeaturesText
- Utterances: The Earth Spirit is a truenamer, and follows the rules therein. The utterances she knows are from the Lexicon of the Perfected Map, and given on the table below.
- Class Features: At each level of Earth Spirit, the character advances all class features (including spellcasting) as if the character had taken another level in the base class used to enter Earth Spirit.
- Name the Spirit (Ex): By making a Truespeak check as part of the action of casting a spell, the Earth Spirit can affect spirits (see Spirit Shaman) more easily. If she succeeds on a check with a DC of 15 + 2 * CR of the target spirit (use the highest if multiple creatures are affected), the DC of the spell increases by +1. This is subject to the Laws of Truespeaking.
- Bonus Feat (Ex): At 2nd level, the Earth Spirit may select a single feat that requires Watchful Spirit as a prereq.
- Nature's Travel (Ex): At 3rd level, the Earth Spirit gains the ability to walk amongst the natural world at high speeds. By making a Truespeak check of DC of 15 + 2 * her Hit Dice, she can move between natural areas, as per Tree Stride, Swamp Stride, or Frostfell Slide. This is subject to the Laws of Truespeaking.
Utterances Known Level 1st 2nd 3rd
–––––––––––––––––
1st 2 – –
2nd 3 2 –
3rd 4 3 2
Watchful SpiritAn ancestor spirit, an icon of your faith, or another being watches out for you
Prerequisites: Must have a spirit guide
Benefit: Twice per day, you can reroll an initiative roll you have just made before you know your place in the initiative order. You take the better of the two rolls. If you still have two or more uses left, you gain a +1 sacred bonus on all saves. If you still have one or more uses left, you gain a +1 deflection bonus to armour class. These benefits stack with each other.
Vengeful SpiritYour watchful spirit takes revenge on foes that have harmed you.
Prerequisites: Watchful Spirit
Benefit: If you use an initiative reroll from your watchful spirit feat, once per round for the rest of the encounter you may expend your immediate action when a creature damages you. If you do, that creature immediately takes half the damage it dealt to you. This damage is untyped, so damage reduction and resistance or immunity does not apply. Also, you gain one extra initiative reroll from your watchful spirit feat.
Hasty SpiritYour watchful spirit lends you a burst of speed in times of great need.
Prerequisites: Watchful Spirit
Benefit: If you use an initiative reroll from your watchful spirit feat, you gain a +10 ft. enhancement bonus to your base land speed, and you can take an extra move action on one of your turns during that encounter. Also, you gain one extra initiative reroll from your watchful spirit feat.
Defending SpiritYour watchful spirit helps you defend yourself.
Prerequisites: Watchful Spirit
Benefit: If you use an initiative reroll from your watchful spirit feat, you gain a +2 dodge bonus to your Armor Class and are never flat-footed for the duration of that encounter. Also, you gain one extra initiative reroll from your watchful spirit feat.