GEIST “It is from the Gods that man has learned cruelty, rapine, and murder; for the belief of a cruel God makes a cruel man.” Geists are Soulborns who have gravitated towards theft and assassination, squandering their abilities in the eyes of many. Worse yet they eventually learn a form of tapping into Necrocarnum, ensuring their continued descent into Evil.
BECOMING A GEIST Evil Soulborns are made for this class, but Incarnates and Totemists who snatch a Level of Rogue should do okay.
ENTRY REQUIREMENTS Class Abilities: Smite Opposition, Sneak Attack +1d6, must be able to Bind Hands Chakra
Alignment: Chaotic or Lawful Evil.
Skills: Hide 4 ranks, Knowledge (Arcane, Local) 4 ranks, Move Silently 4 ranks
Feats: Indigo Strike and Cobalt Critical or Cobalt Precision
Class Skills The Geist's class skills (and the key ability for each skill) are Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Disable Device (Int), Hide (Dex), Intimidate (Str), Jump (Str), Knowledge (Arcane, Local)(Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Ride (Dex), Search (Int), Sense Motive (Wis), Spellcraft (Int), Spot (Wis), Tumble (Dex), Use Magic Device (Cha).
Skills Points at Each Level : 6 + int
Hit Dice: d6
[b] BAB Fort Ref Will Abilities[/b]
1. +0 +0 +2 +2 Essential Skills, +1 Level of existing Meldshaping Class
2. +1 +0 +3 +3 +1d6 Sneak Attack, +1 Level of existing Meldshaping Class
3. +2 +1 +3 +3 Necrocarnum Shadow, +1 Level of existing Meldshaping Class
4. +3 +1 +4 +4 Essential Skills, +1 Level of existing Meldshaping Class
5. +3 +1 +4 +4 +2d6 Sneak Attack, +1 Level of existing Meldshaping Class
6. +4 +2 +5 +5 Necrocarnum Shadow, +1 Level of existing Meldshaping Class
7. +5 +2 +5 +5 Essential Skills, +1 Level of existing Meldshaping Class
8. +6 +2 +6 +6 +3d6 Sneak Attack, +1 Level of existing Meldshaping Class
9. +6 +3 +6 +6 Necrocarnum Shadow, +1 Level of existing Meldshaping Class
10.+7 +3 +7 +7 Onyx Kiss, +1 Level of existing Meldshaping Class
Weapon Proficiencies: A Geist gains no new weapon or armor proficiencies.
Essential Skills (Su): At 1st Level chooose any 4 skills. For every point of Essentia you invest in this ability, those skills gain a +2 Enhancement Bonus. At 4th Level you may choose two additional skills, and at 7th Level you may choose two more additional skills.
Sneak Attack (Ex): Identical to the Rogue ability on page 50 of the PHB.
Necrocarnum Shadow (Su): At 3rd Level you may invest Essentia in a black shroud of Necrocarnum that follows you. Attacks against you gain a 10% miss chance per point of Essentia invested (this does not stack with miss chances granted by other abilities or effects. If the miss chance is 20% or higher you may Hide in Plain Sight (see Ranger ability on page 48 of the PHB).
At 6th Level you also gain Lifesense with a range of 10 feet per point of Essentia invested. Creatures with Lifesense may automatically sense Living creatures within range as thought they had Blindsight. They also automatically know the strength of their life force as if they had cast Deathwatch.
At 9th Level any time you successfully confirm a critical while you have Essentia invested in your Necrocarnum Shadow, your opponent gains a Negative Level. 24 hours later he must make a Willpower Save or the negative Level is permanent (Save DC is 10 plus 1/2 HD plus Charisma Modifier plus 1 for every Essentia invested.
Onyx Kiss (Su): At 10th Level any time you successfully confirm a critical while you have Essentia invested in your Necrocarnum Shadow, your opponent must make a Willpower Save (Save DC is Charisma based) or die. This is a death effect, and creatures who succeed on the Saving Throw still take a Negative Level.
PLAYING A GEIST Assassin's Guilds love you. They always need killers with supernatural options. The sheer availability of supernatural options these days make people like you a necessity.
Combat: Like most assassins, you much prefer ambush to straight up fighting.
Advancement: Geists usually prefer abilities that make her job easier, as do their patrons.
Resources: Most Geists have several wealthy patrons.
GEISTS IN THE WORLD "They say Lord Farthing was killed by a moving shadow..." People who need someone killed consider you a Godsend. Presuming of course that they don't end up on your list. You try to be choosy on jobs you take for this reason. No sense biting the hand that feeds you.
Daily Life: Life is generally pretty boring until you get a job, and when you're on the job it's 24/7. No rest for the wicked.
Notables:
Organizations: Plenty of organizations have use for a killer wielding magical powers.
NPC Reaction You have the usual popularity due assassins and serial killers, which is to say none.
GEISTS IN THE GAME This assumes one of the PC's is a murderous outlaw, which could have bad implications for the rest of the party.
Adaptation: This is meant for Evil campaigns, or at least Evil tolerant.
Encounters: Geists are encountered pretty much anywhere you'd encounter assassins or saboteurs as they perform the same duties.
Sample Encounter EL 12: The PC's are guarding a banquet hall, when they hear a loud scream and notice a local noble spitting blood before doing a faceplant in the ravioli. Their future payment is probably in question if they can't find who did this.
Namealignment/Gender/Race/Levels
Init +0,
Senses: Listen +, Spot +,
Languages ------------------------------------------------
AC , touch , flat-footed ()
hp ( HD)
Fort +,
Ref +,
Will +
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Speed ft. ( squares)
Melee Base Atk +,
Grp +
Atk Options Combat GearSpells Prepared Supernatural Abilities -----------------------------------------------
Abilities Str , Dex , Con , Int , Wis , Cha
SQ Feats Skills PossessionsEPIC GEIST Hit Die: d6
Skills Points at Each Level : 6 + int
Sneak Attack Your Meldshaper Level continues to increase with Epic Levels, but you do not gain additional Essentia, Soulmelds, or Chakra Binds.
Meldshaping At Level 22 and every three Levels thereafter your Sneak Attack dice increases by +1d6.
Bonus Feats: The Epic Class Geist gains a Bonus Feat every 4 levels higher than 20th