The Spirit Warrior - An Oriental Adventures PrC

Michael Tree

First Post
Please let me know what you think of this new prestige class. It was partially inspired by the illustrations on page 49 and 84 of Dragon magazine number 289

The Spirit Warrior

A warrior stands in the center of the battlefield, sword in hand. On his face he wears a terrible mask, the face of a spirit of death and war, a demon from the Hell of Being Cut to Pieces. He intones a deep chant, and the spirit of a bull lends him its strength. He intones another chant, and a spirit of death, thirsty for blood, enters his sword. He pauses.

At once the spirit warrior sees his hidden prey, an intangible spirit of bloodlust and dishonor wrecking chaos upon his army, unseen to all but him, and he burts into action, a tiger spirit lending him speed. The spirit warrior strides across the crowded battlefield and masses of soldiers cower before him as he passes, wearing his terrifying mask and fearsome aura, and crowds of soldiers part to let him pass through.

As the spirit warrior closes with the hidden spirit, he sheathes his sword and leaps upon it, grappling its intangible form as if he were a ghost himself. The spirit warrior and the blood spirit wrestle, each trying to get the upper hand, until the spirit warrior finally pins it and grapples it into submission. The spirit warrior stands up and the cowed spirit cowers at his feet like a slave. He looks over at the army of his enemy, and he and his new thrall march toward it to do battle.


Spirit warriors are warriors and mystics who straddle the physical and spiritual worlds, glorying in battle while seeking inner strength, hoping to one day become war spirits themselves. They augment their magical powers and affinity for spirits with physical combat training and violent magic, becoming like the terrifying battle demons that wage war in the spirit world, and learning how to physically dominate spirits and make them do their bidding. To aid themselves in shamanic ceremonies and in battle, spirit warriors don frightening masks, carved into the visages of their patron spirits and enchanted with spiritual power, to become like spirits themselves, straddling the thin border seperating the spirit world from the physical, their essence becoming both spirit and mortal flesh.

Spirit warriors are as varied as the spirits themselves. Some spirit warriors are righeous and honorable, defenders of peace and society. Others are unspeakably evil, combining the depravity and cruelty of demons with uniquely mortal creativity. The only common bonds that all spirit warriors have is an affinity with spirits, a feel for battle, and a desire to become one with the supernatural.

Hit Die: d8

Requirements
To qualify to become a spirit warrior, a character must fulfill all the following criteria.
Base Attack Bonus: +5
Concentration: 9 ranks
Intimidate: 4 ranks
Knowledge (spirits): 9 ranks
Spellcasting: Ability to cast 2nd level divine spells from one or more of the Celestial, Fury, Hero, or War domains.
Spirit Abilities: Spirit Sight.
Feats: Craft Wondrous Item, Improved Grapple, Improved Unarmed Strike, Iron Will, and proficiency with any martial or exotic weapon.
Special: Must create a totem mask, a wondrous item with a base cost of 2,000 gp that grants its wearer a +10 competence bonus on Intimidate checks.

Class Skills
The spirit warrior's class skills (and the key ability for each skill) are Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wiz), Intimidate (Cha), Jump (Str), Knowledge (arcana) (Int), Knowledge (religion) (Int), Knowledge (spirits) (Int), Listen (Wis), Profession (Int), Ride (Dex), Scry (Int, exclusive skill), Spellcraft (Int), Spot (Wis), and Swim (Str).

Skill Points at Each Level: 2 + Int modifier.

The Spirit Warrior
Class Attack Fort. Ref. Will
Level Bonus Save Save Save Special Spells per Day
1 +1 +2 +0 +2 Battle magic 0, Combined levels, Spirit wrestling, Totem mask
2 +2 +3 +0 +3 Battle magic 1, Terror mask +1 level of existing class
3 +3 +3 +1 +3 Battle magic 2, Spirit touch
4 +4 +4 +1 +4 Battle magic 3, Bonus feat +1 level of existing class
5 +5 +4 +1 +4 Battle magic 4, Ghost armor
6 +6 +5 +2 +5 Battle magic 5, Celestial sight +1 level of existing class
7 +7 +5 +2 +5 Battle magic 6, Spirit wrestling
8 +8 +6 +2 +6 Battle magic 7, Bonus feat +1 level of existing class
9 +9 +6 +3 +6 Battle magic 8, Extra domain
10 +10 +7 +3 +7 Battle magic 9, Mask spirit +1 level of existing class

Class Features
All the following are class features of the spirit warrior prestige class.

Weapon and Armor Proficiency: Spirit warriors are proficient with all simple weapons, martial weapons, and armor.

Spells per Day: At second level and every other level thereafter, the spirit warrior gains new spell abilities as if he had also gained a level in the divine spellcasting class he belonged to before he added the prestige class. All spell-oriented abilities of the previous class are increased, including spells per day and spells known. He does not, however, gain any other benefit a character of that class would have gained (spirit abilities, martial arts feats, and so on). If a character had more than one divine spellcasting class before becoming a spirit warrior, he must decide to which class he adds the new level for purposes of determining spells per day.

Battle Magic: Spirit warriors learn additional magical spells from the fighting spirits they commune with. Whenever the spirit warrior gains a new level, he adds the spells of the listed spell level to his base spell list. For example, a Shaman 10/Spirit Warrior 3 can prepare 0, 1st, and 2nd level spells from the list below.

Combined Levels: Add the spirit warrior's full class level to his previous divine spellcaster level when determining the level-based effects of spells, domain powers, and turn/rebuke undead. For example, a Shaman 8 / Spirit Warrior 5 turns undead as a 13th level shaman and is considered to be a 13th level spellcaster when determining the level-based effects of his spells.

Spirit Wrestling (Ex): The spirit warrior gains a +4 competence bonus on grappling checks against creatures with the spirit subtype. In addition, the spirit warrior inflicts unarmed grappling damage as if he were a monk of his class level. If the spirit warrior has monk levels, the levels stack for determining grappling damage.

Totem Mask: The spirit warrior puts on a totem mask to become one with the spirits and strike fear into the hearts of his enemies. While wearing this mask, which is considered to be a divine focus, the spirit warrior is immune to fear (magical or otherwise) and possession. In addition, while wearing the mask the spirit warrior may polymorph into any creature with the spirit subtype when he casts polymorph self, regardless of the creature's type. If the spirit warrior polymorphs or shapechanges into a form not capable of wearing a mask, he can choose to have the mask not meld into his new form. Instead, the mask alters its size and shape to match that of the new form, retaining its functionality. While wearing the mask, the spirit warrior does not lose his supernatural powers when he polymorphs or shapechanges into a different form.

Terror Mask (Su): Beginning at 2nd level, the spirit warrior's mere presence can terrify those around him when he wears his totem mask. All opponents within the spirit warrior's threatened area must make a Will saving throw (DC 10 + spirit warrior level + Cha bonus) or become shaken. If an opponent makes a successful save, he is immune to this ability for the rest of the encounter. If an opponent fails his saving throw, he must also make a second saving throw or become frightened. An affected opponent remains shaken or frightened opponent as long as he remains in the spirit warrior's threatened area, and for a number of rounds equal to 1 + the spirit warrior's Charisma modifer afterward. The spirit warrior can activate or suppress this ability as a free action.

Spirit Touch (Ex): At 3rd level, the spirit warrior learns how to physically affect spirits and other incorporeal creatures. While wearing his totem mask, all the spirit warrior's attacks are considered to have the Ghost Touch special ability.

Bonus Feat: At 4th level and 8th level, the spirit warrior gains a bonus martial arts feat, chosen from the same list as the shaman.

Ghost Armor (Ex): Beginning at 5th level, the spirit warrior's armor, shield, and natural armor are considered to have the Ghost Touch special ability when he wears his totem mask.

Celestial Sight (Su): At 6th level, the spirit warrior gains the ability to continuously see invisibility and discern shapechanger as the spells, within close range (25 ft.+ 5 ft./2 caster levels). While wearing his totem mask, the range of this ability increases to medium range (100 ft. + 10 ft./caster level).

Greater Spirit Wrestling (Su): Beginning at 7th level, if the spirit warrior successfully wrestles a spirit into submission, pinning it for at least five rounds and inflicting enough subdual damage to knock it unconscious, he can dominate the spirit as if he has successfully cast dominate monster on it. When the spirit warrior dominates the spirit, the subdual damage he had inflicted on it disappears. This supernatural ability can be used once per day.

Extra Domain: At 9th level, the spirit warrior gains a new domain of his choice, and gains access to the spells and granted power of that domain.

Mask Spirit (Su): At 10th level, the spirit warrior transcends his mortal nature and becomes a spirit himself. His type changes to outsider and he gains the spirit subtype, with all the advantages and disadvantages which that entails. The spirit warrior becomes a mask spirit, and gains the supernatural ability to transform his face into a totem mask as a free action, gaining damage resistance 20/+1 and the other benefits of the mask when he does so. Additionally, the spirit warrior no longer suffers penalties for aging and cannot be magically aged. Any aging penalties he may already have suffered, however, remain in place. Bonuses still accrue, and when his time is up the spirit warrior dies, joining the celestial order and becoming a patron to shamans and spirit warriors himself.

Spirit Warrior Spell List
Spirit Warriors gradually gain access to the following spells.
0 level - Daze, Disrupt Undead, Ghost Sound, Mage Hand
1st level - Command, Divine Favor, Expeditious Retreat, Jump, Magic Fang, Magic Weapon, Remove Fear, Sanctuary, Scales of the Lizard, Scare
2nd level - Accuracy, Bless Weapon, Cat's Grace, Endurance, Shield Other, Spiritual Weapon
3rd level - Blindsight, Greater Magic Fang, Lightning Blade, Negative Energy Protection, Planar Familiar
4th level - Dancing Blade, Divine Power, Fear, Freedom of Movement, Greater Magic Weapon, Keen Edge
5th level - Animal Growth, Greater Command, Hold Monster, Righteous Might
6th level - Spirit Needle, Sword of Deception
7th level - Sword of Darkness
8th level - Giant Size
9th level - Whirlwind
 
Last edited:

log in or register to remove this ad

I have a thematic question.

Celestial Sight (Su): At 6th level, the spirit warrior gains the ability to continuously see invisibility and discern shapechanger as the spells, within close range (25 ft.+ 5 ft./2 caster levels). While wearing his totem mask, the range of this ability increases to medium range (100 ft. + 10 ft./caster level).

perhaps rather then see invisibility and discern shapechangers it could be see outsiders. It would lead more to the spirit idea. By that I mean, a wizard that is invisible is not a spirit in any sense of the word. It would seem to me that you are looking for a spirit based class, and so by changing it to affecting only outsiders you are coming closer to the ability being more properly to the idea you have in mind.

Just a thought though. I like your ideas. Seems pretty fun.
 

Thanks. :)

That's a good point, but I'm not sure. For some inexplicable reason, I like they idea of them being unfooled by invisibility and shapeshifting. It could also make sense to restrict the power to outsiders and creatures with the spirit subtype. Say something like:

Celestial Sight (Su): At 6th level, the spirit warrior gains the ability to always see spirits as they truly are. This is a limited form of true seeing, as the spell, which only allows the spirit warrior to unerringly percieve outsiders and other creatures with the spirit subtype.

Overall, this is significantly less useful than the original ability, since it only rarely comes into play, while invisibility and shapeshifting is fairly common, but at the same time it is more powerful when it does come into play.
 
Last edited:

I like this PrC much more than the multi-class path presented in Dragon.

I would leave it at See Invisibility and Discern Shapechangers personally.

And one question... what was the insipiration for the Spirit Wresting ability? It's neat and all, but seems kinda funky to me...
 

Thanks. I have been very unimpressed by most of the class-combos in Dragon. A chart laying out how to multiclass 10/10 in two classes is far from neccessary or interesting. The picture in that article was the best part.

The Spirit Wrestling ability comes from Chinese mythology, in which there are stories of men (demon-hunters in some stories) extracting promices from demons after they've wrestled them into submission.

The class as a whole is much more based on the mythology of China, southeast asia, and polynesia than that of Japan. However, since Oriental Adventures is itself a mishmash of different cultures, that doesn't really matter.
 
Last edited:

First, let me say that your PrC is original, intriguing, and well-conceived. I particularly like the class abilities that are closely tied conceptually to the wearing of the totem mask, like immunity to fear and possesion and inspiring fear. The only problem with it (as I see it, at least,) is that it is a bit overpowered. Now, having ventured that opinion, and before I offer any particular criticism, let me admit something: Whenever I have a PrC class idea, the major part of developing it is spent on paring down and fine tuning abilities. (I'd just like to be on the record as admitting to the same initial tendency; I don't want to come across as pedantic.) I'm not familiar with the Oriental Adventures book, and if the PrC options given there are comparable in power, then I'm off base. But your Spirit Warrior has d8 Hit Die, good Fort and Will Saves, a nice selection of Class Skills, continued spellcasting progression from a previous class, continued progression with respect to Turn or Rebuke Undead, plus access to an expanded spell list and some nice additional prestige class abilities. As compared to the PrCs from the WOTC materials I've read, the Spirit Warrior is undoubtably superior. It viloates the precept that a PrC shouldn't be a choice that a player would be an idiot not to make.

My suggestions:

1) Instead of continued spellcasting advancement, give the Spirit Warrior a spell list and spell progression similar in strength to the ranger or paladin's.

2) Eliminate the Spiritual Armor ability. It doesn't seem to connect organically to the PrCs other features, so its the ability easiest to drop.

3) Spirit Touch and Spirit Wrestling: How about having the Spirit Warrior acquire these integral class abilities incrementally as she gains levels, rather than all at once? The Spirit Touch ability could be gained earlier, but its usage limited to a certain duration for a given number of times per day, for instance. With Spirit Wrestling, grappling bonuses and unarmed grappling damage could increase with level, and the effects of submission improve with level as well, starting with the ability to compel a simple oath and progressing upwards to lengthy service.

4) Mask Spirit: The suddenly acquired ability to withstand 20 points of damage from blows doesn't sit well with me, whether for a 20th level monk or 10th level PrC. I do like the other facets of this ability. How about some other common features of the Spirit subtype instead? (I don't know what those would be, but it seems likely to me that there must be some.)

5) How about incorporating the word 'mask' into the name of the PrC?

So, there is my advice. How about giving me some feedback on my Infighter PrC in return (or in retaliation, if you'd prefer?)
 
Last edited:

I also don't like the spellcasting progression. Especially the kludgy stacking thing with spellcaster levels but not spell progression (if I'm understanding it correctly). I do like PrC levels stacking with turn undead, but not with spells. Especially if you give the class its own spell list. Here are a few suggestions, too. In no particular order, and obviously don't take them all unless you want a really silly class.

1. SR against spirits. I'd say 15 + class level.

2. Immunity to taint.

3. Something like a "Jade Touch/Strike" SU ability. Lots of nasty critters need DR to hurt, and that applies to subdual damage too. At the very least, make Spirit Wrestling ignore DR.

4. Make Manifest/Mass Manifest from the MotP. If you don't have the book, they basically target creatures that exist partially on other planes (like the spirit realm/ethereal) and partially in the material plane... and yank them fully into the material plane. You might want to take away DR or spells or other Su/Sp abilities due to the change, if you want to make the baility more powerful.

5. Some supernatural attraction to the Spirit Warrior. Spirits who notice their mortal enemy would go out of their way to attack him. They wouldn't necessarily ignore other threats, but they would choose to confront the spirit warrior if at all practical.

6. Make the spirit mask's fear effect be more powerful against spirits. Instead of being shaken or frightened, make them frightened or panicked.

7. Spiritual shapeshifting. Instead of physically transforming into a tiger, etc... give a more powerful spirit warrior the ability to gain the specific qualities of a form without the form itself. For example, the speed and pounce abilities of a tiger, the sprint ability of a cheetah, the strength of a bear, the sight of a crow, etc. Mechanically, let him pick and choose which abilities of his normal form and which abilites of his polymorphed form he gets. To balance it, only let him assume the spirit of an animal as if he wildshaped. So no ogres or trolls. The only thing I'm not sure of is if this is in flavor with your vision and not a more native american one.
 

I'm *bump*ing this one back to the top of the list--- it deserves more consideration and attention than its gotten, in my (not particularly) humble opinion.
 

Hello all!
This is something that will be decided after playtesting but I'm wondering if, becuase some of the coolest abilities of the class revolve around the mask, it's not perfectly balanced. REALLY high prereqs aside, the class is super specialized for Spirit Trouncing, no spirits; the class will hold it's own becuase of spellcasting, but can't go all out...
Anyway, I probably added nothing to the discussion. I do want to say that I really like the class, Micheal, I'd like to play it someday.

Thysl in Silver
 

Thanks Dagredhel, I appreciate the implicit compliment. :)

Sorry it's taken me so long to reply, but I was out of town.

I'm going to keep the spell progression as it is. I envisioned the class as warrior-shamans who give up some spell progression in return for better combat abilities, rather than as warriors with a few spells up their sleeve. In that regard they're more similar to the DotF War Priest class than the Paladin.

I added additional spells to the spell list because the Shaman class has fewer combat and buffing spells than the cleric, spells which I considered to be neccessary for a warrior shaman. There are many more spells which I would consider to be almost essential for Spirit Warriors, such as ethereal jaunt and the spirit ally spells. These I didn't add to the list because the character is assumed to already be able to cast them.

I do think you are right about the spiritual armor ability. I quite like the ability, but it's hardly essential for the class. I've reshuffled the spirit touch ability slightly, giving the attack and armor aspects of it at different levels. I've also changed the spirit wrestling ability, such that the +4 bonus vs. spirits is gained at 1st level, and the grappling damage scales with level like a monk's. The dominate ability is still gained at 7th level, as before.

As for the 20/+1 DR gained at 10th level, I'm leaving it simply because it's a standard bonus gained when a character's type changes to Outsider. By the time that level is gained (20th level for Monks, 16th level at the earliest for this class) it rarely comes into play, as virtually all opponents have at least a +1 weapon, or magic spells to give them one.

There aren't really any other abilities that would be appropriate for 10th level anyway. Having the spirit subtype really only means that the character can be affected by spells that only affect spirits, and nothing more. It's a disadvantage, really, but an appropriate one.
 

Trending content

Remove ads

Top