Spiritblade

While Spiritbinders bind and control spirits, Spiritblades combat spirits directly. Armed with swords of psychic energy and their psionic powers, Spiritblades seek to keep the realms of the spirits and the living separate – destroying or sending undead spirits back to where they came from, laying disturbed spirits to rest, etc. They are often deeply spiritual people (not necessarily religious) who often seek advice from the spirits via rituals, ceremonies, or simple meditation. They believe that by communing with the spirits, they can better understand them and thus help or combat them, as the case may be. Some people call them Spiritwardens because of their aims of protecting the living from the dead and also helping the dead find their way.

Spiritblades are often found accompanying Spiritbinders, as the latter are more adept at communicating with spirits, and the Spiritblade is valued as a bodyguard, but they are just as often found alone. Few Spiritblades associate with others of their kind – each feels he has a particular role to play and that he would interfere with another Spiritblade.

Spiritblades often combine combat prowess with divine magic - paladins are the most common, with fighter/clerics coming in a close second.

Hit Die: d10.

Requirements

To qualify to become a Spiritblade (Spb), the character must fulfill all the following criteria.

Base Attack Bonus: +4

Skills: Concentration 4 ranks, Knowledge (religion) 4 ranks

Spells: Ability to cast 2nd-level divine spells.

Special: Must have destroyed a spirit or incorporeal undead of equal or greater ECL in single combat.

Class Skills

The Spiritblade's class skills are Acrobatics (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Intimidate (Cha), Jump (Str), Knowledge (religion, the planes) (Int), Perception (Wis), Spellcraft (Int), Survival (Wis), and Swim (Str).

Skill Points Per Level: 4 + Int modifier



Table 1: The Spiritblade
Level Base
Attack Bonus
Fort
Save
Ref
Save
Will
Save
Special Powers Per Day
1st +0 +2 +0 +2 Bonded weapon
2nd +1 +3 +0 +3 Tears of the dead +1 level of existing divine spellcasting class
3rd +2 +3 +1 +3 Ghostly form
4th +3 +4 +1 +4 Soulblade +1 level of existing divine spellcasting class
5th +3 +4 +2 +4 Exorcism
6th +4 +5 +2 +5 Spiritwalk +1 level of existing divine spellcasting class
7th +5 +5 +2 +5 Spiritbane
8th +6 +6 +3 +6 Banish spirit +1 level of existing divine spellcasting class
9th +6 +6 +3 +6 Breach the veil
10th +7 +7 +4 +7 Sever the tie +1 level of existing divine spellcasting class


Class Features
All of the following are class features of the Spiritblade.

Weapon and Armor Proficiency: Spiritblades gain no additional weapon or armor proficiencies.

Spells Per Day: At the indicated levels, the character gains new spells per day as if she had also gained a level in a spellcasting class she belonged to before adding the prestige class. She does not, however, gain any other benefit a character of that class would have gained (improved chance of controlling or rebuking undead, metamagic feats, etc.), except for an increased effective level of spellcasting. If the character had more than one divine spellcasting class before becoming a Spiritblade, she must decide to which class she adds the new level for purposes of determining spells per day.

Bonded Weapon (Ex): At 1st level, a Spiritblade chooses one specific weapon with which she is proficient. By undergoing a day-long ritual in which she infuses part of her spirit into the weapon, she bonds the weapon to herself. Because of the spiritual essence imbued into the weapon, it is considered a ghost touch weapon, even if it has no other enchantments; it will only work thus for the Spiritblade, however. If the Spiritblade ever loses a bonded weapon, she must wait until she gains a new level to bond a new weapon. She must undergo the ritual each time she bonds a new weapon, and can have only one bonded weapon at any given time.

Tears of the Dead (Su): If the Spiritblade speaks to a spirit and makes a Wisdom check (DC variable – see below), she can determine the way to convince the undead to pass to its final reward. Many spirits willingly give up their secrets (which might not even require a check), while others jealously guard their reason for remaining on this plane (DC 20+). For example, a ghost could reveal that it is remaining on this plane simply because it died trying to complete a quest. Note that this does not work for all spirits; some undead spirits may have willingly undergone the transformation and thus have no reason to pass on.

Ghostly Form (Su): The Spiritblade can assume incorporeal form. She appears shimmering and translucent, like a spirit, and gains all the abilities of the incorporeal subtype, as well as a fly speed equal to her base speed +20 feet (good maneuverability). This ability can be used once per day class level, and lasts for one minute per class level each time, though it can be dismissed earlier.

Soulblade (Su): As a move action, the Spiritblade can form a shimmering blade of energy, 2 feet long, from her own life force - a soulblade. As long as she holds the blade, it is identical in all ways (except for weight) to a short sword and deals 1d6 piercing damage. The blade can be broken, though the Spiritblade can reform it in the next round. It has the ghost touch property, though it has no enhancement bonuses to attack or damage.

Exorcism (Su): Once per day, a Spiritblade can attempt to exorcise a spirit, expelling it from an area or from a person that it possesses. Each round, the spirit must make an opposed Will save (DC 10 + Spiritblade's class level + Wis modifier, +1 per round the Spiritbinder maintains the exorcism). If the save is successful, the spirit resists the Spiritbinder's will; if the save fails, the spirit is forced out of the area or the host, and it can no longer inhabit that particular place/person again. If the spirit makes three successful saves before the Spiritblade forces it out, the Spiritblade cannot attempt another exorcism of the same spirit until she gains a new class level.

In order to perform an exorcism, the Spiritblade must have relative quiet; if she is distracted for any reason, she must make a Concentration check or lose her bond with the spirit – that use of the exorcism for the day is wasted, and the spirit remains where it is.

Spiritwalk (Su): Three times per day, a Spiritbinder's spirit can leave her body and travel to the Astral Plane or the Spirit Realm. This requires a full round of quiet meditation; if the Spiritblade is required to make a Concentration check for whatever reason and fails it, she loses her focus, as well as that use of his power for the day. If she successfully achieves her focus, the next round, the character's spirit leaves her body as a misty, ethereal representation of herself. It has a fly speed of 60 ft. (perfect) and a deflection bonus to AC of +1 or the character's Cha bonus, whichever is higher.

In spirit form, the character is incorporeal and gains all the abilities of that subtype. She can spiritwalk for one minute per class level; she can be hurt while in spirit form, and if reduced to 0 hit points, she must make a Fort save (DC 20). If the save is successful, she is merely shunted back to her body, knocked unconscious for 2d6 rounds, and cannot spiritwalk again for 24 hours. If the save fails, the Spiritblade dies for real, though she can be raised/resurrected as normal.

While in spirit form, the Spiritblade's body is helpless. Many Spiritblades employ magic items, spells, and/or companions to guard their bodies while they are spiritwalking. A Spiritblade instantly knows when her body is disturbed, though not by whom or what. She must be adjacent to her body (within 5 feet) to rejoin spirit and body, which is a standard action; she awakens on the next round and can act on her turn then.

Spiritbane (Su): At 7th level, a Spiritblade's bonded weapon and soulblade gain the bane vs. spirits property – when used against spirits of any kind, they gain a +2 enhancement bonus and deal an additional 2d6 damage. If the bonded weapon has the bane vs. undead property, this ability does not stack with it when used against incorporeal undead.

Banish Spirit (Su): The Spiritblade can banish a spirit back to the plane from which it came (the Spirit Realm for normal spirits, or the Negative Material Plane for most undead). She must make a Charisma check using her class level as a competence bonus against (DC 10 + spirit's HD/power level + spirit's Cha modifier). If the check succeeds, the spirit is banished back to its home plane, though it can be summoned forth again. This ability does not work on bound spirits, including ghosts with the rejuvenation special ability.

Breach the Veil (Su): A Spiritblade can physically enter and travel through the Spirit Realm. Doing so requires a full round of concentration, during which the Spiritblade fades from view. Any attacks during this time incur a Concentration check as normal; if the check fails, the ability fails and is wasted.

Once in the Spirit Realm, the Spiritblade can move about freely and can reenter the Prime Material Plane at any point. She can remain in the Spirit Realm for up to one hour per class level. Travelling the plane of spirits in physical form is risky, however – while her physical attacks can affect spirits normally on this plane, she can also be attacked and killed in turn. If the Spiritblade dies on the spirit plane, her body rapidly decays, and her soul is set free; only true resurrection or summoning the spirit into a soulless shell will bring her back.

Sever the Tie (Su): Once per day, a Spiritblade can sever the tie keeping an undead spirit in this world. This a full-round action similar to a coup de grace (and provokes attacks of opportunity), and the Spiritblade must declare her intent before making the attack roll. This blow can only be struck in the Spirit Realm, where the spirit's bond lies; if the attack succeeds, the bond is severed, and the spirit loses the ability to rejuvenate itself – it must still be destroyed to get rid of it permanently, however. This ability can be used on bound spirits and ghosts with the rejuvenation ability, but in the former case, the binder instantly knows that the bond was severed.

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