Gorilla

Jalii's page

1 post. Alias of Nightwish.


Full Name

Jalii

Race

Capuchin Spider Monkey (spirit)

Classes/Levels

10 HD Monster

Gender

N/A

Size

Tiny

Age

N/A

Special Abilities

See Below

Alignment

NG

Deity

Irori

Location

Spirit World (correspondence: Nirmathas)

Occupation

Guardian Spirit

Strength 7
Dexterity 19
Constitution 14
Intelligence 11
Wisdom 21
Charisma 14

About Jalii

Combat (Note: a Guardian Spirit will only defend, and may riposte, but will not otherwise engage in combat)

Spoiler:

HD: 10d8+20 (BAB and CMB are not adjusted for hit die)
Hit Points: 100
AC: 17 (+2 size, +4 Dex, +1 Natural)
Attacks: Bite +6 Melee (+0 BAB, +2 Size, +2 Weapon Finesse) - unless manifested, can only attack creatures in the Spirit World
Damage: 1
BAB: +0
CMB: -2 (+0 BAB, -2 STR, -2 Size)

Saves

Spoiler:

Fort: +4
Refl: +6
Will: +9

Skills

Spoiler:

Acrobatics +15
Bluff +7
Climb +15 (can Take 10 even when rushed or threatened)
Stealth +15
Perception +11 (+12 on sight-based perception)
Knowledge (Arcana): +12
Knowledge (Religion): +12
Knowledge (Spirits): +12
Knowledge (The Planes): +12
Sense Motive +10
Survival +10

Feats

Spoiler:

Weapon Finesse
+4

Special Abilities

Spoiler:

Level-dependent Features
[spoiler]The spirit gains certain abilities based upon its bonded creature's level, as follows:

Character Level 1-2: SR 11, DR 5/silver, Projection
Character Level 3-4: SR 12, DR 10/+1
Character Level 5-6: SR 13, Bestow 1/day: Skill (maximum +2 skill bonus)
Character Level 7-8: SR 14, DR 10/+2, Bestow 2/day: Feat or Skill (maximum +4 skill bonus)
Character Level 9-10: SR 15
Character Level 11-12: SR 16, DR 10/+3, Bestow 3/day: Abilities, Feat or Skill (maximum +6 skill bonus)
Character Level 13-14: SR 17, Domain Access, Manifest 1/week
Character Level 15-16: SR 18, DR -/+3, Bestow 4/day: Abilities, Feat or Skill (maximum +8 skill bonus)
Character Level 17-18: SR 19, Shapechange
Character Level 19-20: SR 20, DR -/+4

Projection
[spoiler]
The spirit can make itself visible only to your eyes. It is incorporeal, and cannot affect or be affected by anything in the material plane. It uses this ability only to call your attention and give occasional advice.

Bestow

Spoiler:

The spirit can bestow some of its knowledge or abilities upon you. At 5th Level, you can add +2 (or effectively gain 2 ranks) to any skill that the spirit possesses, for a single use of the skill. This ability applies to extended-use skills that have duration increments of rounds, minutes or hours, but if the skill takes more than a single day (such as some Craft skills), then it has to be augmented anew each day. At 7th Level, you can gain one use of a Feat that the spirit knows, or gain a +4 bonus on a skill, as described above, twice per day. At 11th Level, you can add all of the spirit's ability score modifiers to your own, or gain a single use of a feat or +6 on a skill, three times per day. At 15th level, the skill bonus increases to +8, and can be used four times per day.

Domain Access (see below for new spells; all others are in SRD)

Spoiler:

Spirit Domain

Granted Power: See active spirits within 60' with successful DC20 Perception check, and guess their nature and intentions. Dormant spirits can be seen with DC25.

Spell-like abilities:

1 - Detect Spirits at will*
2 - Detect Dimensional Disturbance at will*
3 - Dismissal at will
4 - Ethereal Jaunt 1/1d4+1 rounds
5 - Power Walk* 1/10 minutes
6 - Awaken 1/hour
7 - Awaken the Land 3/day
8 - Ethereal/Spiritual Junction* 2/day
9 - Astral Projection 1/day

Manifest

Spoiler:

At 13th Level, the spirit can manifest in a fully physical form as a full round action. He has full access to Domain powers and spell-like abilities in this form. It can manifest once per week and remain manifested for a number of rounds equal to your character level.

Shapechange

Spoiler:
At 17th Level, you and the spirit can exchange forms as many times per day as your CON modifier. This functions for both of you just like the Shapechange spell, except that the only forms you can take are each other's. In this case, your spirit manifests in the form of a capuchin monkey. You can only adopt his manifested shape, but you also gain his SR and DR for the duration of the change. Changing is a Standard Action, but changing back to your normal form does not count against the number of times per day you can do this.

*New spells for Domain Access

Detect Spirits

Spoiler:

Divination
Level: Clr 1, Drd 1, Rgr 2, Sor/Wiz 2, Spirit 1
Components: V, S, M/DF
Casting Time: 1 standard action
Range: 60 ft.
Area: Quarter circle emanating from you to the
extreme of the range.
Duration: Concentration, up to 1 minute/level (D)
Saving Throw: None
Spell Resistance: No

You can detect the presence of active and latent
spirits within range. The amount of information
revealed dependson how long you concentrate on a
particular area:

1st Round: Presence or absence of spirits.

2nd Round: Number of different spirits and the
spell level (highest level spell or spell-like ability it can use) of the strongest spirit.

3rd Round: The strength and location of each spirit.
If the spirits are in line of sight, you can make
Knowledge (spirits) checks to determine the Domain
to which each spirit belongs. Make one check per
spirit at DC 15 + spirit's spell level.

This spell does not detect the presence of spirits that
currently possess a creature inside the area.

Material components: A small piece of fur.

Detect Dimensional Disturbance

Spoiler:

Divination
Level: Clr 2, Sor/Wiz 3, Spirit 2
Components: V, S, DF
Casting Time: 1 standard action
Range: 60 ft.
Area: Quarter circle emanating from you to the
extreme of the range.
Duration: Concentration,up to 1 minute/level (D)
Saving Throw: None
Spell Resistance: No

As detect magic, except you can detect whether
something has disturbed the barriers between the
Material Plane and the rest. The effects that this
spell detects include the spells ethereal jaunt,
etherealness, gate, dimension door, blink, teleport
(and all its variants), all summon spells, commune,
contact other plane, astral projection, planar ally,

etc. Supernatural andspell-like abilities that
emulate these spells, like the ability to materialize
from the Spirit World, the ethereal or astral planes
of incorporeal undead and spirits, also become
evident to the caster.

The spell identifies what kind of effect pierced the
barriers and also what kind of creature was
responsible. In order to determine strength of the
effect, as well as the time that can transpire between
the dimensional disturbance and the casting of this
spell, use the guidelines for detect magic.

Power Walk

Spoiler:

Transmutation
Level: Clr 7, Drd 6, Ranger 7, Spirit 5

As the spell shadow walk, except that the
creatures affected travel through the
Spirit World instead of through the Plane
of Shadows.

Awaken the Land

Spoiler:

Transmutation
Level: Clr 7, Drd 6, Spirit 7
Components: V, S, DF
Casting Time: I action
Range: Close (25 ft. + 5 ft./level)
Area: 20 ft. + 5 ft./level radius
Duration: Instantaneous.
Saving Throw: Will negates.
Spell Resistance: Yes

You can force all spirits within the area of effect to
manifest in the Material Plane. The spirits must be
awakened and active to be affected by the spell,
and they can make a Will save to remain in the
Spirit World. Manifested spirits are visible to
everyone in the Material Plane, but they are
incorporeal. Your guardian spirit can ignore the
spell's effect automatically, but he may forego
his saving throw to manifest without exerting
his own power. Other guardian spirits caught in
the area must roll normally, but they can use
their protegee's save bonus if it is higher.

Ethereal/Spiritual Junction

Spoiler:

Ethereal/Spiritual Junction
Transmutation
Level: Clr 6, Sor/Wiz 8, Spirit 8
Components: V, S, F/DF
Casting Time: I action
Range: Close (25 ft. + 5 ft./level)
Area: 120-ft. emanationcentredon a point in space.
Duration: 1 minute / level (D)
Saving Throw: Special.
Spell Resistance: No

You pull an areaof the Spirit World or the ethereal
plane into the Material Plane. Every creature caught
in the area of effect exists in both planes at the same
time for the duration of the spell. Spontaneous spell
casters such as bards, shamans and sorcerers
decide which plane to affect at the time of
casting, but clerics and wizards must choose when
preparing the spell. Creatures from the affected
plane can interact freely with material creatures,
losing any advantages of etherealness, or
incorporeality, and ranged attacks coming from
outside the junction work normally, but if their
effect crosses the area totally or partially, the effect
exists only in the plane from which it was launched.
For example, a sorcerer standing in the Material
Plane outside the junction casts a fireball at a ghost
inside the area, who suffers damage from the spell
as if the sorcerer were in the ethereal plane. A
second, ethereal ghost outside the junction is close
to the first ghost and would be damaged by the
fireball's area effect, but the effect does not cross
into the ethereal plane and it is thus unaffected.
Creatures enter the junction automatically, but must
roll a Will save to exit to the desired plane, which
makes this spell an alternative, if unreliable, means
of travelling to and from the ethereal plane or the
Spirit World. When the effect ends, creatures still
inside the area are snapped back to their native
plane, while those that managed to exit into another
plane must find another way back.