Belkar Bitterleaf

halfling...no...death-ling's page

Organized Play Member. 78 posts (86 including aliases). No reviews. No lists. No wishlists. 1 alias.


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I own Oriental Adventures (3e book for Asian themed campaigns) and it has the shugenja (and the samurai) and I personally think that the classes in the OA book are far better than their 3.5 counterparts. Theres far more customization than the 3.5 ones because they have 8 clans and 2 spell sets from each clan (I think).

On a completely unrelated topic the samurai is actually exactly like the kensai (Complete Warrior) but it has 20 levels to it and you start out with a masterwork weapon.

my 2 cents


MaxSlasher26 wrote:
Aberzombie wrote:
DMR wrote:
I don't get it...
I don't think you're supposed to, unless you're around 15 or so.

Nope.

I'm 15. I don't get it and I think it's the stupidest thing ever.

Apparently Wizards has once again made a mistake in figuring out how to reach out and please their target audience. Cuz you know that all us 15-year olds like glowing green brains.

All those people at my school were totally bringing glowing green brains with us to school. We were totally showing them off. We were like giving them names and trading them and s~@!.

(Sheesh.)

TOTALLY MAN!!!!

Mine is named Fred the Jar.

I'm 15 also and personally I hate MySpace...I didn't really like this either...

The green suxx...


Velvetlinedbox wrote:
From that junk the DI is going to be spawned from....

Whats DI??


Moff Rimmer wrote:
So they gain DR 15/magic for only 1 round? Seems kind of a waste to me.

Full attacks.

for the last 3 attacks they get 15 less dmg on each of them.


silenttimo wrote:
However, the bugbear in a group will NEVER be the hottest spellcaster, may it be divine or acane...

Funny thing, though he may never be the HOTTEST spell caster (arcane-wise), he could be a decent one.

They don't get an intelligence decrease.

Thats what my friend likes about them so much....They can play almost any class.

And apparently Bugbear Monks are beasts.


Xellan wrote:
Y'know, I actually saw a book called "D&D for Dummies".

DMing for Dummies too (I don't know if its actually called that tho...).


Vegepygmy wrote:
halfling...no...death-ling wrote:

I don't understand how spontaneous casting is any better than preping spells in the morning.

Really? It's quite simple. When you prepare spells, you have to guess which spells you're going to need to cast that day. When you can cast spontaneously, you can wait until you know for certain before committing that spell slot.

Spontaneous casting is a huge advantage. Huge. And as Dragonchess Player notes, sorcerers pay for it with their limited spell selection and lack of bonus feats.

Touuuucheeeeeee.....


Warmage 101 wrote:
Truename magic rules K.O.!!!!

HOLY GOD YES!

I've been looking through the Tome of Magic and yea they do pwn both wiz and sorc...


Dragonchess Player wrote:
Sorcerers have one huge advantage over wizards: spontaneous casting. They pay for it with a fixed spell selection and lack of bonus feats.

I don't understand how spontaneous casting is any better than preping spells in the morning. Yes, a DM could be a terrible person (lol) and throw a big encounter at the PCs right in the morning instead of coffee to wake them up. But how often does that happen??

A disadvantage I see with a sorcerer is that they have to have longer casting times to cast a metamagic spell (personally I don't like metamagic spells because the longer casting time of the sorcerer and the higher level of the wizard always dissuade me...).

To state my position: I would rather play a wizard.

In any case, I don't see the big advantage.


Hey everybody thanks for the suggestions!!

I'm probably going to use them some time soon...

<insert evil DM laugh here>........


Molech wrote:
...BBEGs...
Molech wrote:
Incidentally, do any of you guys have the Savage Species book? It is a necessary source if you want to play outlandish monsters instead of standard races.

1st: Whaaaaa???

2nd: Actually we play with level adjustments and just deal with them.... I know it's not ideal, but if we want to play something like a drow or a deep gnome then we just suck it up and take the 2-3 level hit...

But thanks for the suggestion! I may look into the savage species book. I actually got my first taste of monster levels with Libris Mortis and it's undead monster classes.


So I'm running a campaign. I have a party of 3 adventurers that I'm pitting against the world.

The line up is as follows:
*Smoke Element Dwarf Rogue-Archer-Type-Thing
*Half-Vamp Elf Necromancer Fighter
*Armadillo (I forgot the race, its in MM3, its got crazy high dexterity) Ninja

Everything is overpowered in the party (except for the Necro-Fighter because of poor class decision) because they have way too good dexterity. The smoke element has about 26, and so does the ninja.

BTW, the characters are way unbalanced, they can dodge like none other, but when they do get hit, they will die, and wizards are a problem for them too.

Yes I know I can just throw only wizards at them, but eventually they will get mad at me for trying to kill them and we don't want that to happen.

What can I do to tone them down a bit, not change their characters, but more so change monsters.

Thanks!


First D&D module that I ever played was when I was about 10 or 11 (2002 or 2003...lol....I'm a young'un:)

Anyways, we played The Secret of Bone Hill (the first one in the low level section).

I then went through a 1 year rut and then I got back into 3.5E. I'm DMing my own campaign and on of my friends is DMing Red Hand of Doom.


Rift wrote:
Uh...67? I tend to just read and lurk on these forums, so I've got a good excuse.

I'm like a ninja!

Sneak in and sneak out, only carry what I need: 65 posts with this one!

Huzzah!!


w00t thanks much!!


My Dragon issue never arrived and I've waited about 5 days after the time it arrived on newsstands. I don't know if I'm just impatient or it never actually got sent.

Did anybody else have this problem??

Thanks


Fatespinner wrote:
For the record, though, the basic mount is pretty useless.

What about the "Sword of Cilestia" variant in Dragon a while back.

imo that seemed ok to me.

my 2 cents


W00T!

Thanks everybody for your responses!

I think that they are so good that I'm going to print them off right now and start making my army...with some help from the Complete Warrior of cours. ;)

Thanks everybody! :)


Peruhain of Brithondy wrote:
If you just have 800 orc 1st level scouts and 3000 hobgoblin warriors and 500 crossbowmen and whatever, it's boring.

Well thats good that you think it would be boring, it would be to me also...

Hopefully, it won't boil down to me pitching 3 over-powered PCs against 4500 lvl 1 grunts of an army just to kill them. ;)


How would they compare to the numbers of the actual army??

And how wouldthe army aquire them (would they just run thru a village and convince all the people that their army is the best and that they should follow them?)


Arctaris wrote:
I usually do this by percents.

What number of people do you use in an army normally (or at least one thats going to span a few nations) and how would you organize them (use units=10 individuals, battalion=40 individuals etc.)??

Arctaris wrote:
It sounds like you want a more covert army.

Yes thats right, but not only that. We need some heavy fire power there...lol.


Jeremy Mac Donald wrote:
If its anything like a medival army then don't forget the camp followers.

Camp followers being...clean up crew??

Arctaris wrote:
...as well as 25%-75% of the main force in followers. ...most of the followers a day or two behind the main force, so that they aren't too far away in case they are needed.

Define "followers" please and how would they be used??

Thanks


Arctaris wrote:
The sad thing is I can't tell if you're kidding or being factual.

LOL same...sadly...


Hokay! So...

I'm going to start a Red-Hand-Of-Doom-Style-Campaign-Thing soon and obviously there is a huge army involved (Imix's material plane army to be specific) and I need help with the biggest part-THE ARMY!

I'm having lots of trouble starting it and after I think of all the things that it involves I have lots of trouble sorting everything.

The Army itself consists of what most armies consist of (scouts, skirmishers, gurrilla fighters, assassins, clerics, commanders, high commanders, infantry etc. etc.). The army also spans several nations and is as much a political army as it is a martial army (i.e. lots of inteligince and informants everywhere).

One simple question: Where would you start building it and where to go from there?

Thanks much!


I always thought of them as ranger-druid types, so I would probably go with leather, studded, hide, or a really light metal (chain shirt for example).

My $.02


Do you run DMtools?

If so I have a possible extension for your web site, if your interested, that is.

I enrolled for a Web Page Design class in my high school and we got the opportunity to make a personal web page, and I have always wanted to make a Dungeons and Dragons Community Database.

It's where people would post ideas for anything and everything in DnD.

I would need coaching on how to get posts into a web site system but I could probably get that from my mom, and then I would need to make the actual site in FrontPage. But I didn't want to do all the work without your go-ahead.

I can send you the idea map that I have made if you could give me your email, look at that and then you can decide.

Thanks
The Halfling


LepusLanthor wrote:
My 2 cents......I let my players roll almost everything. ...I just don't tell them the DC they are rolling against. So for example if they are moving silently or disguised and they roll a 14, they may feel safe and secure behind it. Little do they know the guards can see right through their attempts.

Same here, never tell the PCs the DCs for anything, be it monsters' saving throws or checks. Never do it, don't think I ever will.


All four Athiests


Saern wrote:
Or just make the animal companion undead as well. The vampire was obviously in such a state before being staked, so there's no reason you can't pull some DM mojo and say that he had an undead animal companion to boot. If you feel compelled to do so, burn a feat slot or give him a magic item to justify it, at your option.

In the Libris Mortis there is a feat called "Stitched-Flesh Familiar". It makes a familiar undead, but u could use the almighty power of the the DM and just change it a bit to make it an animal companion, maybe raise the prereqs for it a bit and take away all the familiar-ish things with in the feat.

Thought it help.


Aramil Naïlo wrote:
...just remember that the gaurd has to be paid regularily so let me know any changes in income.

Speaking of income...what would the income be of all the people and soldiers woking for you? The topic came up and i thought it would be interesting to know..


I'm about to start a huge battle similar to the Red Hand of Doom campaign, and I don't really know how to handle them.

If anybody has any input or ideas that I could use, please share them with me as I need them badly.

The battle will involve 4 "Flame-lords" of 10th to 15th level, each of them has several platoons of about 20 goblins, undead, and various fire outsiders and elementals with one commander for each, and various siege engines below them that they can command at their whim.

Thanks


Kurocyn wrote:
Spider poles...

???Spider poles??? What are they and in what book


Saern wrote:
Re: Fourth: Again, not sure what you mean exactly. First, the symbols you used didn't show up in the text on the messageboard, and the only way I saw them was by replying to you. I believe you are refering to monsters with class levels? Level adjustments are constant for a race, regardless of how many levels and individual does or doesn't have. If the LA is +6, then the ECL will always be HD + class levels + LA.

An Example:

Say in the ogre de4scription for the character race it would say "Ogres start out with x ammount of levels in giant which gives them...etc. etc."

While the drow description doesn't say that they start out with any levels of humanoid.

Why is this???

Hope that clears up the question, it doesn't realy have to do with gmae mechanics but it's just a question that came up a session.

Thanks


All 4 have to do with character level.

First: Is ECL HD plus class levels or is it level adjustment plus class levels?

Second: Is a level adjustment any different from class levels as far as ECL concerned, gaining levels and chalenge rating for encounters

Third: What is the difference between ELC and HD?

Fourth: Why do some creatures in the MM have levels of <insert type here> and a level adjustment while some only have a level adjustment?

Thanks, these have been bothering me for a while.


I kicked off a campaign for level 10 PCs (which are over powered just a little bit because of races). The meet up where all the PCs meet each other was kinda weak, but I didn't really think that out.

The PCs would have to make listen and/or spot checks during the night at about 12:00 they would see the divine flashes of lightning and fire being cast by priests in the slums.

If they went to investigate then people called the "Divine Eyes" or sumthin like that would see them unless they went at night and succeeded at some ungodly high move silently and hide checks to get into the slums then they had to get passed the guards on the outside (They weren't actually supposed to get in).

Then they would go and investigate in the church of "Pelor" in the city. Which was actually a church to Imix. So then they found a huge underground complex under the church.

Thats how the campaign was kicked off. The it goes into a Red Hand of Doom type thing where they can either stop or help a war with intricate plot twists. I have a lot of it planed out but I have a hard time getting encounter, making treasure, and just all the mechanics in general but I have fun with it. I have this wierd habit of changing small things at random times when im working on it and I think it makes it really fun.


No, I don't have a date, It's more of an informal dance. But yea, you're right, I probably should have planned for weeks before, but I tend to procrastinate...lol....


Yea...

I have a Halloween dance (in high school) on Friday and we have the option to dress up as sumthin...I might, might not, but I owuld need ideas if I was to dress up...

Needs to be sumthin pretty hardcore, no weapons, and I will actually be dancing so no beholder costumes (Excelent idea for Trick or Treating though, you can keep warm and also exchange padding for candy space...lol)


MY Half Price Books (Minnetonka-Eden Prarie Area, Minnesota) has only 2e and 3e stuff...which I think is kinda interesting just to look at the classes and such, but has no game content.

It DOES, though, carry a Dark Sun Campaign setting box set which i am thinking on buying...


the other guy wrote:
...just like mercury and steel have never been added to the "official" metallics.

Mercury would be really intense as a metallic dragon color/type, so would steel but not as intense as murcury.

Hardcore-like
The DH


We will be playing our 5th or 6th session of Red hand of Doom. We have four PCs:

Human Werewolf Druid
Lizardfolk Ranger
Elf Rouge/Wizard
Half-Elf Cleric of Herinous

AND I will be kicking off my own homebrew campaign arc with 3 PCs:

Smoke Element Dwarf Desert Knife Fighter (my own class)
Half-Vampire Fighter/Necromancer
Armant (or Armand, I can't remember) Ninja/Assassin

All the PCs are about 10th level.


I may start an adventure with some new players that said they wanted to play D&D and I wanted a good adventure for their first times playing.

1. It can't be any adventure paths from Dragon, seeing as I don't recieve that mag.

2. It can be from anywhere else, Wizards, other web-sites, and even home brews that you happen to have on your computer.

3. We all start out at level one and there will be three of us.

Thanks all!!!


I think that instead of getting rid of class skills entirely, make it so that all classes get all the skills except for a couple.

perform: a barbarian wouldn't need
UMD: a sorcerer or a wizard wouldnt need
disable device and pick lock: barbarian wouldn't use

There are other various crafts and such that certain classes wouldn't get (a druid with craft: armorsmithing, its just redundant).

But yea...thats my 2 cents

EDIT: Not redundant but...something i can't think of it right now but you all know what i mean


One word: ninja'd


I am so confused right now.

What is all this talk about polymorph being revised. I need help, I didn't see anything wrong with it when i read through it a while ago, but I guess that says something about me as a D&D player.

Could someone please shed some light on this for me, or at least just tell me what is wrong with the rules that are outlined in the PH.

Thanks
The DH


This is kinda one dimensional as far as how deep disscussion on alignments can go...but personally I hate all the alignment based spells and the paladin.

1) The spells are too specific, if you prepare the wrong spell then your fatched. And there is generally a 50% chance that you will prepare the wrong spell, which really is not that good..

2) The paladin is too goody-goody two shoes for me...and also he is far too specific...but on the other hand I do like the fact that they give you some wiggle room by giving you the option to change into a fallen paladin with the blackguard prestige.

But over all I hate the alignment spells but I love alignments because you can do so much iwth them and they can decide so much about the game, it also makes the DM think more if it goes wrong for him. And they tell so much about your character.

The DH


halfling...no...death-ling wrote:
d13 wrote:
Tambryn wrote:

I am thinking I will toss a tanglefoot bag at them and then summon an arrow demon to wail on them. I will have purchased adamantine arrows ahead of time to give the demon. What do you think?

Tam

Of course you would have to summon them first, before you came into contact with the anti-magic field, but this raises a question for me. If you summon a creature and then after it has been summoned it comes into contact with an anti-magic field, is the creature then sent back to the planes? Does an anti-magic field dispel a summoned creature? These spells do have a duration after all, so isn't all of their time spent in the material plane a result of a magic spell?

Cast spell - monster appears - X rounds later the spell ends and monster disappears.

Perhaps this is common knowledge but I have never really thought about it before.

When you summon a monster it actual brings them to the material plane...thats why its a conjuration spell, not an illusion spell.

An illusion spell on the other hand WOULD dispel when it came into contact with the anti-magic field...

The DH

Oops sorry...don't listen to the above post.

Sorry...I guess thats what these message boards are for...lol


d13 wrote:
Tambryn wrote:

I am thinking I will toss a tanglefoot bag at them and then summon an arrow demon to wail on them. I will have purchased adamantine arrows ahead of time to give the demon. What do you think?

Tam

Of course you would have to summon them first, before you came into contact with the anti-magic field, but this raises a question for me. If you summon a creature and then after it has been summoned it comes into contact with an anti-magic field, is the creature then sent back to the planes? Does an anti-magic field dispel a summoned creature? These spells do have a duration after all, so isn't all of their time spent in the material plane a result of a magic spell?

Cast spell - monster appears - X rounds later the spell ends and monster disappears.

Perhaps this is common knowledge but I have never really thought about it before.

When you summon a monster it actual brings them to the material plane...thats why its a conjuration spell, not an illusion spell.

An illusion spell on the other hand WOULD dispel when it came into contact with the anti-magic field...

The DH


I posted something in the Chaotic Neutral thread. If you could look there I asked for a sort of key or something for graphing alignments.

Look at the CN thread for more details but yea...

DH


I may try graphing an alignment...I'm going to start DMing soon (in a week or two) and I think that is very interesting because we have an assassin in our party but the whole campaign/adventure is extremely good based (as in the characters have to be good to get the full effect...or at least not evil).

Do you have any sort of system or key that you could give me, Valegrim. It seems like a lot of experimentation (lol) for that too work and this will be my first time DMing...so if you could post it then that owuld be great.

Thanks
The DH


One group

Average age: ~20
Ages: 13, 14(me), 15, and about 40

Wow I feel young...geez...

Full Name

Keoki the Cannibal King's Heir

Race

| HP: 2/49 | AC: 16 (11 Tch, 15 Fl) | CMB: +6, CMD: 17 | F: +3 [+8 for cold conditions], R: +2, W: +6 | Init: +1 | Perc: +9, SM: 0

Classes/Levels

| Speed 30ft | haunt channeler (2d6), shared seance, spirit | Spells: long arm, exp. retreat, remove fear, detect magic, light, message, resistance, stabilize | Active conditions:

Gender

Male N Human Medium 4/ aristocrate 1

Size

M

Age

32

Alignment

N

Deity

None

Languages

Common

Occupation

Heir to the throne of Enya

Strength 16
Dexterity 12
Constitution 14
Intelligence 10
Wisdom 10
Charisma 16

About Keoki the Cannibal King's heir

Keoki the Cannibal King's Heir
Human aristocrat 1/medium 5 (Pathfinder RPG Occult Adventures 30)
N Medium humanoid (human)
Init +1; Senses Perception +10

Defense
AC 16, touch 11, flat-footed 15 (+5 armor, +1 Dex)

hp 49 (6d8+17)

Fort +3, Ref +2, Will +6

Weaknesses taboo

Offense
Speed 30 ft.

Melee

One Handed: mwk katana +8 (1d8+3/18-20)
Two Handed: mwk katana +8 (1d8+4/18-20)
One Handed w/ PA: mwk katana +7 (1d8+5/18-20)
Two Handed w/ PA: mwk katana +7 (1d8+7/18-20)

nodachi: waru ora'i (eight fates) +7 (1d10+5/18-20)
nodachi: waru ora'i (eight fates) w/ PA +6 (1d10+8/18-20)

Ranged mwk composite longbow +5 (1d8+1/×3)

Special Attacks haunt channeler (2d6), shared seance, spirit

Medium Spells Known (CL 5th; concentration +8)
. . 1st (2/day)—expeditious retreat, long arm[ACG], remove fear
. . 0 (at will)—detect magic, light, message, resistance, stabilize

Statistics
Str 16
Dex 12
Con 14
Int 10
Wis 10
Cha 16

Base Atk +3; CMB +5; CMD 17

Feats Exotic Weapon Proficiency (katana), Legendary Influence, Power Attack, Weapon Focus (katana)

Traits armor expert, scrambling servant, world traveler

Skills Climb +11
Diplomacy +14
Knowledge (religion) +6
Perception +10
Spellcraft +10
Swim +10
Use Magic Device +13

Languages Common

SQ location channel (5 rounds), spirit bonus (+2), spirit surge +1d6

Other Gear +1 mithral chain shirt, darkwood heavy wooden shield, waru ora'i (eight fates)[UC], arrows (20), blunt arrows[APG] (20), mwk composite longbow (+1 Str), mwk katana[UC], flag[ISWG], masterwork backpack[APG], masterwork tool, masterwork tool, masterwork tool, masterwork tool, masterwork tool, masterwork tool, 270 gp

Special Abilities
Haunt Channeler (2d6, DC 22) (Su) Haunts never surprise. Touch harms and allows 1 question. Host haunt to take effects and spare allies, but lose control of body until succeed at 1/minute will save.

Legendary Influence Gain a different feat from each legend

Location Channel (DC 22) (Sp) Allies ask question of dead, as call spirit using your body. Can end early with 1/rd will save.

Power Attack -1/+2 You can subtract from your attack roll to add to your damage.

Shared Seance (Su) Can share the Seance bonus with others.

Spirit (Su) A medium serves as a vessel to channel spirits—astral echoes of powerful souls from ages past that live on in myth and legend. Each day, a medium can channel a spirit through a ritual known as a seance. Seances take 1 hour to perform and require th

Spirit Bonus +2 (Su) Gain a bonus based on the type of spirit you host.

Spirit Surge +1d6 (1/round) (Su) Add a die to a failed check modified by spirit bonus, which can change it to success.

Taboo (Ex) Accept taboo for extra surge, if broken spirit gains influence and -2 to all rolls for 1 hr.

Mountweazel... the Archmage spirit:

Mountweazel
Human aristocrat 1/medium 5 (Pathfinder RPG Occult Adventures 30)
NG Medium humanoid (human)
Init +1; Senses Perception +10
--------------------
Defense
--------------------
AC 16, touch 11, flat-footed 15 (+5 armor, +1 Dex)
hp 49 (6d8+17)
Fort +3, Ref +2, Will +6
Weaknesses taboo
--------------------
Offense
--------------------
Speed 30 ft.
Melee

One Handed: mwk katana +8 (1d8+3/18-20)
Two Handed: mwk katana +8 (1d8+4/18-20)

One Handed w/ PA: mwk katana +7 (1d8+5/18-20)
Two Handed w/ PA: mwk katana +7 (1d8+7/18-20)

waru ora'i (eight fates) +7 (1d10+5/18-20)
waru ora'i (eight fates) w/ PA +6 (1d10+8/18-20)

Ranged mwk composite longbow +5 (1d8+1/×3)

Special Attacks archmage arcana, haunt channeler (2d6), seance boon (archmage), shared seance, spirit (Archmage, 1 influence)

Medium Spells Known (CL 5th; concentration +8)
. . 2nd (3/day)—haste, invisibility
. . 1st (5/day)—long arm[ACG], magic missile, remove fear
. . 0 (at will)—detect magic, light, mage hand, resistance, stabilize

Statistics
Str 16, Dex 12, Con 14, Int 10, Wis 10, Cha 16
Base Atk +3; CMB +6; CMD 17
Feats Exotic Weapon Proficiency (katana), Legendary Influence, Power Attack, Weapon Focus (katana)
Traits armor expert, scrambling servant, world traveler
Skills Appraise +2, Climb +11, Diplomacy +14, Knowledge (religion) +8, Perception +10, Spellcraft +12, Swim +10, Use Magic Device +13
Languages Common
SQ channeled spirit (archmage), location channel (5 rounds), spirit bonus (+2 on concentration checks, Intelligence checks, and Intelligence-based skill checks), spirit surge +1d6
Other Gear +1 mithral chain shirt, darkwood heavy wooden shield, waru ora'i (eight fates)[UC], arrows (20), blunt arrows[APG] (20), mwk composite longbow (+1 Str), mwk katana[UC], flag[ISWG], masterwork backpack[APG], masterwork tool, masterwork tool, masterwork tool, masterwork tool, masterwork tool, masterwork tool, 270 gp
--------------------
Special Abilities
--------------------
Archmage Arcana (Su) Gain more spell slots and add 1 wizard spell per spell level to spell list.
Combat Casting +4 to Concentration checks to cast while on the defensive.
Haunt Channeler (2d6, DC 22) (Su) Haunts never surprise. Touch harms and allows 1 question. Host haunt to take effects and spare allies, but lose control of body until succeed at 1/minute will save.
Legendary Influence (Combat Casting) Gain a different feat from each legend
Location Channel (DC 22) (Sp) Allies ask question of dead, as call spirit using your body. Can end early with 1/rd will save.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Seance Boon (Archmage) +2 (Su) Damaging spells do +2 damage of same type vs. each target.
Shared Seance (Su) Can share the Seance bonus with others.
Spirit (Su) A medium serves as a vessel to channel spirits—astral echoes of powerful souls from ages past that live on in myth and legend. Each day, a medium can channel a spirit through a ritual known as a seance. Seances take 1 hour to perform and require th
Spirit Bonus +2 (Su) Gain a bonus based on the type of spirit you host.
Spirit Surge +1d6 (1/round) (Su) Add a die to a failed check modified by spirit bonus, which can change it to success.
Taboo (Ex) Accept taboo for extra surge, if broken spirit gains influence and -2 to all rolls for 1 hr.

Brenna... the Champion spirit:

[Brenna - Champion
Human aristocrat 1/medium 5 (Pathfinder RPG Occult Adventures 30)
NG Medium humanoid (human)
Init +1; Senses Perception +9
--------------------
Defense
--------------------
AC 16, touch 11, flat-footed 15 (+5 armor, +1 Dex)
hp 49 (6d8+17)
Fort +5, Ref +2, Will +6
Weaknesses taboo
--------------------
Offense
--------------------
Speed 30 ft.
Melee

One Handed: mwk katana +10 (1d8+7/18-20)
Two Handed: mwk katana +10 (1d8+8/18-20)
One Handed w/ PA: mwk katana +9 (1d8+9/18-20)
Two Handed w/ PA: mwk katana +9 (1d8+9/18-20)

waru ora'i (eight fates) +7 (1d10+5/18-20)
waru ora'i (eight fates) w/ PA +8 (1d10+12/18-20)

Ranged mwk composite longbow +7 (1d8+5/×3)
Special Attacks haunt channeler (2d6), shared seance, spirit (Champion, 1 influence)
Medium Spells Known (CL 5th; concentration +8)
. . 1st (2/day)—expeditious retreat, long arm[ACG], remove fear
. . 0 (at will)—detect magic, light, message, resistance, stabilize
--------------------
Statistics
--------------------
Str 16, Dex 12, Con 14, Int 10, Wis 10, Cha 16
Base Atk +3; CMB +8; CMD 17
Feats Exotic Weapon Proficiency (katana), Legendary Influence, Power Attack, Weapon Focus (katana)
Traits armor expert, scrambling servant, world traveler
Skills Climb +12, Diplomacy +13, Knowledge (religion) +6, Perception +9, Spellcraft +9, Swim +12, Use Magic Device +12
Languages Common
SQ champion's prowess, channeled spirit (champion), location channel (5 rounds), spirit bonus (+2 on attack rolls, non-spell damage rolls, Strength checks, Strength-based skill checks, and Fortitude saves), spirit surge +1d6
Other Gear +1 mithral chain shirt, darkwood heavy wooden shield, waru ora'i (eight fates)[UC], arrows (20), blunt arrows[APG] (20), mwk composite longbow (+1 Str), mwk katana[UC], flag[ISWG], masterwork backpack[APG], masterwork tool, masterwork tool, masterwork tool, masterwork tool, masterwork tool, masterwork tool, 270 gp
--------------------
Special Abilities
--------------------
Champion's Prowess (-Choose-) (Su) Gain proficiencies in martial weapons and one exotic weapon.
Haunt Channeler (2d6, DC 22) (Su) Haunts never surprise. Touch harms and allows 1 question. Host haunt to take effects and spare allies, but lose control of body until succeed at 1/minute will save.
Legendary Influence (Spirit Focus (Champion)) Gain a different feat from each legend
Location Channel (DC 22) (Sp) Allies ask question of dead, as call spirit using your body. Can end early with 1/rd will save.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Shared Seance (Su) Can share the Seance bonus with others.
Spirit (Su) A medium serves as a vessel to channel spirits—astral echoes of powerful souls from ages past that live on in myth and legend. Each day, a medium can channel a spirit through a ritual known as a seance. Seances take 1 hour to perform and require th
Spirit Bonus +2 (Su) Gain a bonus based on the type of spirit you host.
Spirit Focus (Champion) Your spirit bonus from selected legend increases by 1.
Spirit Surge +1d6 (1/round) (Su) Add a die to a failed check modified by spirit bonus, which can change it to success.
Taboo (Ex) Accept taboo for extra surge, if broken spirit gains influence and -2 to all rolls for 1 hr.

Sir Algernon Highcastle... the Guardian spirit:

Sir Algernon Highcastle - Guardian
Human aristocrat 1/medium 5 (Pathfinder RPG Occult Adventures 30)
NG Medium humanoid (human)
Init +1; Senses Perception +10
--------------------
Defense
--------------------
AC 18, touch 13, flat-footed 17 (+5 armor, +1 Dex, +2 untyped bonus)
hp 49 (6d8+17)
Fort +5, Ref +4, Will +6
Weaknesses taboo
--------------------
Offense
--------------------
Speed 30 ft.
Melee

One Handed: mwk katana +8 (1d8+3/18-20)
Two Handed: mwk katana +8 (1d8+4/18-20)
One Handed w/ PA: mwk katana +7 (1d8+5/18-20)
Two Handed w/ PA: mwk katana +7 (1d8+7/18-20)

waru ora'i (eight fates) +7 (1d10+5/18-20)
waru ora'i (eight fates) w/ PA +6 (1d10+8/18-20)
Ranged mwk composite longbow +5 (1d8+1/×3)
Special Attacks haunt channeler (2d6), shared seance, spirit (Guardian, 1 influence)
Medium Spells Known (CL 5th; concentration +8)
. . 1st (2/day)—expeditious retreat, long arm[ACG], remove fear
. . 0 (at will)—detect magic, light, message, resistance, stabilize
--------------------
Statistics
--------------------
Str 16, Dex 12, Con 14, Int 10, Wis 10, Cha 16
Base Atk +3; CMB +6; CMD 20
Feats Exotic Weapon Proficiency (katana), Legendary Influence, Power Attack, Weapon Focus (katana)
Traits armor expert, scrambling servant, world traveler
Skills Climb +11, Diplomacy +14, Knowledge (religion) +6, Perception +10, Spellcraft +10, Swim +10, Use Magic Device +13
Languages Common
SQ channeled spirit (guardian), guardian's shield, location channel (5 rounds), spirit bonus (+2 on AC and on Constitution checks, Fortitude saves, and Reflex saves), spirit surge +1d6
Other Gear +1 mithral chain shirt, darkwood heavy wooden shield, waru ora'i (eight fates)[UC], arrows (20), blunt arrows[APG] (20), mwk composite longbow (+1 Str), mwk katana[UC], flag[ISWG], masterwork backpack[APG], masterwork tool, masterwork tool, masterwork tool, masterwork tool, masterwork tool, masterwork tool, 270 gp
--------------------
Special Abilities
--------------------
Guardian's Shield (Su) Gain proficiencies in heavy armor, shields, and tower shields.
Haunt Channeler (2d6, DC 22) (Su) Haunts never surprise. Touch harms and allows 1 question. Host haunt to take effects and spare allies, but lose control of body until succeed at 1/minute will save.
Legendary Influence (Toughness) Gain a different feat from each legend
Location Channel (DC 22) (Sp) Allies ask question of dead, as call spirit using your body. Can end early with 1/rd will save.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Shared Seance (Su) Can share the Seance bonus with others.
Spirit (Su) A medium serves as a vessel to channel spirits—astral echoes of powerful souls from ages past that live on in myth and legend. Each day, a medium can channel a spirit through a ritual known as a seance. Seances take 1 hour to perform and require th
Spirit Bonus +2 (Su) Gain a bonus based on the type of spirit you host.
Spirit Surge +1d6 (1/round) (Su) Add a die to a failed check modified by spirit bonus, which can change it to success.
Taboo (Ex) Accept taboo for extra surge, if broken spirit gains influence and -2 to all rolls for 1 hr.

Kashif... the Hierophant spirit:

Kashif - Hierophant
Human aristocrat 1/medium 5 (Pathfinder RPG Occult Adventures 30)
NG Medium humanoid (human)
Init +1; Senses Perception +12
--------------------
Defense
--------------------
AC 16, touch 11, flat-footed 15 (+5 armor, +1 Dex)
hp 49 (6d8+17)
Fort +3, Ref +2, Will +8
Weaknesses taboo
--------------------
Offense
--------------------
Speed 30 ft.
Melee

One Handed: mwk katana +8 (1d8+3/18-20)
Two Handed: mwk katana +8 (1d8+4/18-20)
One Handed w/ PA: mwk katana +7 (1d8+5/18-20)
Two Handed w/ PA: mwk katana +7 (1d8+7/18-20)

waru ora'i (eight fates) +7 (1d10+5/18-20)
waru ora'i (eight fates) w/ PA +6 (1d10+8/18-20)
Ranged mwk composite longbow +5 (1d8+1/×3)
Special Attacks divine surge, haunt channeler (2d6), seance boon (hierophant), shared seance, spirit (Hierophant, 1 influence)

Medium Spells Known (CL 5th; concentration +8)
. . 2nd (3/day)—cure moderate wounds
. . 1st (5/day)—cure light wounds, expeditious retreat, long arm[ACG], remove fear
. . 0 (at will)—detect magic, light, message, purify food and drink (DC 13), resistance, stabilize

--------------------
Statistics
--------------------
Str 16, Dex 12, Con 14, Int 10, Wis 10, Cha 16
Base Atk +3; CMB +6; CMD 17
Feats Exotic Weapon Proficiency (katana), Legendary Influence, Power Attack, Weapon Focus (katana)
Traits armor expert, scrambling servant, world traveler
Skills Climb +11, Diplomacy +14, Heal +2, Knowledge (religion) +6, Perception +12, Sense Motive +2, Spellcraft +10, Survival +2, Swim +10, Use Magic Device +13
Languages Common
SQ channeled spirit (hierophant), location channel (5 rounds), spirit bonus (+2 on Wisdom checks, Wisdom-based skill checks, and Will saves), spirit surge +1d6
Other Gear +1 mithral chain shirt, darkwood heavy wooden shield, waru ora'i (eight fates)[UC], arrows (20), blunt arrows[APG] (20), mwk composite longbow (+1 Str), mwk katana[UC], flag[ISWG], masterwork backpack[APG], masterwork tool, masterwork tool, masterwork tool, masterwork tool, masterwork tool, masterwork tool, 270 gp
--------------------
Special Abilities
--------------------
Divine Surge (Su) Gain more spell slots and add 1 cleric spell per spell level to spell list.
Haunt Channeler (2d6, DC 22) (Su) Haunts never surprise. Touch harms and allows 1 question. Host haunt to take effects and spare allies, but lose control of body until succeed at 1/minute will save.
Legendary Influence (Spirit Focus (Hierophant)) Gain a different feat from each legend
Location Channel (DC 22) (Sp) Allies ask question of dead, as call spirit using your body. Can end early with 1/rd will save.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Seance Boon (Hierophant) +2 (Su) Healing spells restore +2 hp of damage.
Shared Seance (Su) Can share the Seance bonus with others.
Spirit (Su) A medium serves as a vessel to channel spirits—astral echoes of powerful souls from ages past that live on in myth and legend. Each day, a medium can channel a spirit through a ritual known as a seance. Seances take 1 hour to perform and require th
Spirit Bonus +2 (Su) Gain a bonus based on the type of spirit you host.
Spirit Focus (Hierophant) Your spirit bonus from selected legend increases by 1.
Spirit Surge +1d6 (1/round) (Su) Add a die to a failed check modified by spirit bonus, which can change it to success.
Taboo (Ex) Accept taboo for extra surge, if broken spirit gains influence and -2 to all rolls for 1 hr.

Lady Gwendolyn Warwick... the Marshal spirit:

Lady Gwendolyn Warwick - Marshal
Human aristocrat 1/medium 5 (Pathfinder RPG Occult Adventures 30)
NG Medium humanoid (human)
Init +1; Senses Perception +9
--------------------
Defense
--------------------
AC 16, touch 11, flat-footed 15 (+5 armor, +1 Dex)
hp 49 (6d8+17)
Fort +3, Ref +2, Will +6
Weaknesses taboo
--------------------
Offense
--------------------
Speed 30 ft.
Melee

One Handed: mwk katana +8 (1d8+3/18-20)
Two Handed: mwk katana +8 (1d8+4/18-20)
One Handed w/ PA: mwk katana +7 (1d8+5/18-20)
Two Handed w/ PA: mwk katana +7 (1d8+7/18-20)

waru ora'i (eight fates) +7 (1d10+5/18-20)
waru ora'i (eight fates) w/ PA +6 (1d10+8/18-20)

Ranged mwk composite longbow +5 (1d8+3/×3)
Special Attacks haunt channeler (2d6), marshal's order, seance boon (marshal), shared seance, spirit (Marshal, 1 influence)
Medium Spells Known (CL 5th; concentration +8)
. . 1st (2/day)—expeditious retreat, long arm[ACG], remove fear
. . 0 (at will)—detect magic, light, message, resistance, stabilize
--------------------
Statistics
--------------------
Str 16, Dex 12, Con 14, Int 10, Wis 10, Cha 16
Base Atk +3; CMB +6; CMD 17
Feats Exotic Weapon Proficiency (katana), Legendary Influence, Power Attack, Weapon Focus (katana)
Traits armor expert, scrambling servant, world traveler
Skills Bluff +5, Climb +10, Diplomacy +15, Disguise +5, Intimidate +5, Knowledge (religion) +6, Perception +9, Spellcraft +9, Swim +10, Use Magic Device +14
Languages Common
SQ channeled spirit (marshal), location channel (5 rounds), spirit bonus (+2 on Charisma checks and Charisma-based skill checks, as well as on spirit surge rolls), spirit surge +1d6+2
Other Gear +1 mithral chain shirt, darkwood heavy wooden shield, waru ora'i (eight fates)[UC], arrows (20), blunt arrows[APG] (20), mwk composite longbow (+1 Str), mwk katana[UC], flag[ISWG], masterwork backpack[APG], masterwork tool, masterwork tool, masterwork tool, masterwork tool, masterwork tool, masterwork tool, 270 gp
--------------------
Special Abilities
--------------------
Flagbearer Grant bonuses to allies who see your flag.
Haunt Channeler (2d6, DC 22) (Su) Haunts never surprise. Touch harms and allows 1 question. Host haunt to take effects and spare allies, but lose control of body until succeed at 1/minute will save.
Legendary Influence (Flagbearer) Gain a different feat from each legend
Location Channel (DC 22) (Sp) Allies ask question of dead, as call spirit using your body. Can end early with 1/rd will save.
Marshal's Order (Su) Can use spirit surge on new rolls, and on allies who were in seance in 30 ft.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Seance Boon (Marshal) (Seance Boon (Champion)) (Su) Gain any seance boon of another legend.
Shared Seance (Su) Can share the Seance bonus with others.
Spirit (Su) A medium serves as a vessel to channel spirits—astral echoes of powerful souls from ages past that live on in myth and legend. Each day, a medium can channel a spirit through a ritual known as a seance. Seances take 1 hour to perform and require th
Spirit Bonus +2 (Su) Gain a bonus based on the type of spirit you host.
Spirit Surge +1d6 (+2, 1/round) (Su) Add a die to a failed check modified by spirit bonus, which can change it to success.
Taboo (Ex) Accept taboo for extra surge, if broken spirit gains influence and -2 to all rolls for 1 hr.

Scarlet Shiv Kai... the Trickster spirit:

Scarlet Shiv Kai - Trickster
Human aristocrat 1/medium 5 (Pathfinder RPG Occult Adventures 30)
NG Medium humanoid (human)
Init +3; Senses Perception +10
--------------------
Defense
--------------------
AC 16, touch 11, flat-footed 15 (+5 armor, +1 Dex)
hp 49 (6d8+17)
Fort +3, Ref +4, Will +6
Weaknesses taboo
--------------------
Offense
--------------------
Speed 30 ft.
Melee

One Handed: mwk katana +8 (1d8+3/18-20)
Two Handed: mwk katana +8 (1d8+4/18-20)
One Handed w/ PA: mwk katana +7 (1d8+5/18-20)
Two Handed w/ PA: mwk katana +7 (1d8+7/18-20)

waru ora'i (eight fates) +7 (1d10+5/18-20)
waru ora'i (eight fates) w/ PA +6 (1d10+8/18-20)
Ranged mwk composite longbow +5 (1d8+1/×3)
Special Attacks haunt channeler (2d6), seance boon (trickster), shared seance, spirit (Trickster, 1 influence)
Medium Spells Known (CL 5th; concentration +8)
. . 1st (2/day)—expeditious retreat, long arm[ACG], remove fear
. . 0 (at will)—detect magic, light, message, resistance, stabilize
--------------------
Statistics
--------------------
Str 16, Dex 12, Con 14, Int 10, Wis 10, Cha 16
Base Atk +3; CMB +5; CMD 17
Feats Exotic Weapon Proficiency (katana), Legendary Influence, Power Attack, Weapon Focus (katana)
Traits armor expert, scrambling servant, world traveler
Skills Acrobatics +11, Climb +11, Diplomacy +15, Escape Artist +3, Fly +3, Knowledge (religion) +6, Perception +10, Ride +3, Spellcraft +10, Stealth +11, Swim +10, Use Magic Device +13
Languages Common
SQ channeled spirit (trickster), location channel (5 rounds), spirit bonus (+2 on Dexterity checks, skill checks, and Reflex saves), spirit surge +1d6, trickster's edge (Acrobatics, Stealth, +5 ranks)
Other Gear +1 mithral chain shirt, darkwood heavy wooden shield, waru ora'i (eight fates)[UC], arrows (20), blunt arrows[APG] (20), mwk composite longbow (+1 Str), mwk katana[UC], flag[ISWG], masterwork backpack[APG], masterwork tool, masterwork tool, masterwork tool, masterwork tool, masterwork tool, masterwork tool, 270 gp
--------------------
Special Abilities
--------------------
Haunt Channeler (2d6, DC 22) (Su) Haunts never surprise. Touch harms and allows 1 question. Host haunt to take effects and spare allies, but lose control of body until succeed at 1/minute will save.
Legendary Influence (Spirit Focus (Trickster)) Gain a different feat from each legend
Location Channel (DC 22) (Sp) Allies ask question of dead, as call spirit using your body. Can end early with 1/rd will save.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Seance Boon (Trickster, Diplomacy) +1 (Su) Gain +1 bonus to selected skill and it becomes a class skill.
Shared Seance (Su) Can share the Seance bonus with others.
Spirit (Su) A medium serves as a vessel to channel spirits—astral echoes of powerful souls from ages past that live on in myth and legend. Each day, a medium can channel a spirit through a ritual known as a seance. Seances take 1 hour to perform and require th
Spirit Bonus +2 (Su) Gain a bonus based on the type of spirit you host.
Spirit Focus (Trickster) Your spirit bonus from selected legend increases by 1.
Spirit Surge +1d6 (1/round) (Su) Add a die to a failed check modified by spirit bonus, which can change it to success.
Taboo (Ex) Accept taboo for extra surge, if broken spirit gains influence and -2 to all rolls for 1 hr.
Trickster's Edge (Acrobatics, Stealth) (Su) Select to skills to become class, and get extra ranks in them.

Spirits!:

Archmage
An archmage spirit is a font of knowledge and arcane power.

Spirit Bonus: When you channel an archmage, your spirit bonus applies on concentration checks, Intelligence checks, and Intelligence-based skill checks.

Seance Boon: Your damaging spells deal an additional 2 points of damage of the same type that they would normally deal to each target.

Favored Locations: Arcane redoubts, areas of unusual magic, libraries, schools.

Influence Penalty: Your body begins to respond as if you were a frail, aged scholar. You take a penalty equal to your spirit bonus on Strength checks, Strength-based skill checks, Constitution checks, attack rolls, and non-spell damage rolls.

Taboos: Choose one: You eschew all faith in the divine, so you must not be the willing target of divine spells or abilities and you must attempt a Will saving throw against even harmless divine spells and abilities; you must not pass up the opportunity to learn something new and significant (a nontrivial piece of information with a Knowledge check of DC 20 or higher) when that opportunity is directly present; you must use your own magical solution to a challenge if you can, even if a mundane solution that would require fewer resources is available.

Archmage Arcana (Lesser, Su): Instead of your normal spells per day for your medium level, you use the spells per day from the Mesmerist progression table. For each level of spell you can now cast (including level 0), each time you channel an archmage spirit, select a single spell of that level from the sorcerer/wizard spell list to add to your medium spell list and spells known until you lose contact with the archmage. When you cast these spells, they count as arcane (though not for the purpose of fulfilling prerequisites), and thus you must provide verbal and somatic components instead of thought and emotion components.

Arcane Surge (Intermediate, Su): You can allow the archmage spirit to gain 1 point of influence over you in order to cast one of your medium spells known without expending a spell slot. When you do so, the caster level and DC of the spell increase by 1, and you can't apply metamagic to the spell.

Wild Arcana (Greater, Su): You can allow the archmage spirit to gain 1 point of influence over you in order to cast any sorcerer/wizard spell of a level you can cast. You must expend a spell slot of the appropriate level, and you can't apply metamagic to the spell.

Legendary Archmage (Supreme, Su): Once per day, you can cast any spell on the sorcerer/wizard spell list as if using the wild arcana ability, except the archmage doesn't gain 1 point of influence over you, the spell doesn't require a spell slot, and you can select a spell of any level.

Champion
A champion spirit is a paragon of skill at arms.

Spirit Bonus: When you channel a champion, your spirit bonus applies on attack rolls, non-spell damage rolls, Strength checks, Strength-based skill checks, and Fortitude saves.

Seance Boon: You gain a +2 bonus on all non-spell damage rolls.

Favored Locations: Arenas, battlefields, places of violence, practice yards.

Influence Penalty: You are quick to violence and prefer a weapon to spells or contemplation. You take a penalty equal to your spirit bonus on Intelligence checks and Intelligence-based skill checks, and to your caster level (to a minimum of caster level 0); as usual, a reduced caster level may render you unable to cast spells. You can't benefit from effects that increase your caster level.

Taboos: Choose one: you are superstitious about arcane spellcasting, so you must not be the willing target of arcane spells or abilities and you must attempt a Will saving throw against even harmless arcane spells and abilities; you may not make an attack with any weapon except a specific manufactured weapon (such as "my father's +2 falchion") that you choose when you take the taboo, and you may not choose unarmed strike for this taboo; you must accept any challenge to prove your prowess in battle, including challenges to single combat—if you or an ally breaks the rules of the challenge, you break this taboo.

Champion's Prowess (Lesser, Su): You gain proficiency in all martial weapons and in one exotic weapon of your choice, which you choose each time you channel a champion spirit.

Sudden Attack (Intermediate, Su): Whenever you take a full-attack action, you gain one additional attack at your highest base attack bonus. This ability stacks with the extra attack from haste, but it doesn't stack with special actions that grant extra attacks, such as flurry of blows or spell combat. Sudden attack works as normal with full-attack options such as two-weapon fighting.

Fleet Charge (Greater, Su): You can take a swift action and a full-round action to move up to your speed and then make a full attack. This special action doesn't combine with sudden attack, but works as normal with effects such as haste and two-weapon fighting. As soon as you begin moving, you are considered to have begun the full-round action, even if circumstances prevent you from attacking at the end of your movement.

Legendary Champion (Supreme, Su): You gain two combat feats of your choice, and you can choose different feats each time you channel a champion spirit. You can treat your base attack bonus from your medium levels as equal to your medium level for the purposes of qualifying for combat feats and determining their effects, and you can count your medium levels as levels of one other class whose base attack bonus equals its class level (such as fighter, barbarian, or slayer) for the purpose of qualifying for the two new combat feats.

Guardian
A guardian spirit is an exemplar of protection and defense.

Spirit Bonus: When you channel a guardian, your spirit bonus applies to AC and on Constitution checks, Fortitude saves, and Reflex saves.

Seance Boon: You gain a +1 bonus to CMD.

Favored Locations: City walls, forts, gates, keeps.

Influence Penalty: You are incredibly cautious and guarded in all things, and your caution sometimes gets in the way. When attacking, you always fight defensively, and when casting a spell, you always cast defensively. Because of your focus on defense, you take a penalty on damage rolls equal to your spirit bonus.

Taboos: Choose one: you must always protect others from danger when you can (including defeated enemies, but not enemies that are an active threat to you and others); you must keep your body in fit physical condition, and you break this taboo every time you drop below half your maximum hit points; you must speak no words and use no abilities with the sonic descriptor, and you break this taboo if you become enraged, frightened, or panicked.

Guardian's Shield (Lesser, Su): You gain proficiency in heavy armors and shields (including tower shields).

Absorb Blow (Intermediate, Su): You gain DR/— and resistance to acid, cold, electricity, fire, and sonic equal to 1/2 your medium level. Add paladin's sacrifice to your medium spells known as a 2nd-level spell.

Sudden Block (Greater, Su): After an enemy's attack would hit you or an adjacent creature, you can use spirit surge to increase the victim's AC, possibly causing the attack to fail, by rolling your spirit surge die and adding it to the chosen character's AC. You must not be flat-footed, and you must be aware of the attack. If use of this ability causes the enemy's attack to miss, you can make an attack at your highest base attack bonus against that enemy as an immediate action.

Legendary Guardian (Supreme, Su): Once per day as an immediate action, you can ignore the effects of a single attack against you, including enemy spells targeting you or whose area or effect includes you. The attack affects other creatures as normal.

Hierophant
A hierophant spirit is a being of true and pure faith.

Spirit Bonus: When you channel a hierophant, your spirit bonus applies on Wisdom checks, Wisdom-based skill checks, and Will saves.

Seance Boon: Your healing spells and abilities heal an additional 2 points of damage to each target. This does not affect healing conferred by magic items, nor does it add to fast healing or similar effects.

Favored Locations: Altars, churches, sacred groves, shrines.

Influence Penalty: Whether the spirit hopes to offer a chance for redemption or to sacrifice foes later on a dark altar, you must strike for nonlethal damage in combat whenever possible. You take a penalty equal to your spirit bonus on all Charisma checks and Charisma-based skill checks involving worshipers of faiths other than the spirit's, except checks to convince others to convert to the spirit's faith.

Taboos: Choose one: you must strongly revere nature and may not wear metal armor or shields; you must follow a paladin or antipaladin code as appropriate for the spirit's deity; you may not deliberately speak any lies, including bluffing, exaggerating, stating half-truths with intent to deceive, lies by omission, and so on, and if you know the answer to a question that someone asks you, you must give the answer.

Divine Surge (Lesser, Su): This power functions as the archmage arcana spirit power, except that you add spells from the cleric/oracle list instead of the sorcerer/wizard list (these spells count as divine), and you need a divine focus if the spell requires one.

Energy Font (Intermediate, Su): You can channel energy a number of times per day equal to 1 + your Charisma modifier. Choose whether you channel positive or negative energy each time you contact a hierophant spirit; this choice must match the spirit's faith. If you choose positive energy, add cure spells of each level you can cast from the cleric list to your medium spell list and spells known. Otherwise, add inflict spells in the same way. These spells count as divine, as in the divine surge spirit power.

Overflowing Grace (Greater, Su): When you heal a creature to full hit points or a creature already at full hit points with your positive or negative energy, that creature gains a +1 sacred bonus on attack rolls, skill checks, ability checks, and saving throws for 1 round. The bonus is sacred if you use positive energy and profane if you use negative energy. If you destroy or kill one or more creatures with positive or negative energy, you gain a +1 bonus of the same type on attack rolls, skill checks, ability checks, and saving throws for 1 round.

Legendary Hierophant (Supreme, Su): Once per day, you can request a minor miracle. This request must be in line with the options for miracle that don't cost powdered diamond. As usual for a miracle, the deity or other being the spirit worships can choose whether or not to grant the request at its whim.

Marshal
A marshal spirit is a towering presence and an inspiration to others.

Spirit Bonus: When you channel a marshal, your spirit bonus applies on Charisma checks and Charisma-based skill checks, as well as on spirit surge rolls. This allows the bonus to apply twice to the total result if you use a spirit surge on a Charisma check or on a Charisma-based skill check.

Seance Boon: Choose a seance boon from any of the other legends to benefit from. When using the shared seance class feature, each participant can choose a different boon.

Favored Locations: Council rooms, stages, theaters, throne rooms.

Influence Penalty: The time you spend concentrating on your allies prevents you from attending to other important matters. You take a penalty equal to your spirit bonus on Wisdom checks and Wisdom-based skill checks. Additionally, if you are not at least nominally in charge of your present allies, you lose the marshal's spirit bonus and seance boon.

Taboos: Choose one: you may not allow yourself or your allies to prevent a fleeing enemy from escaping, since an at-large villain makes a better tale (this applies only to enemies seeking to escape, not to those retreating to alert others or fight again from a better position); you may never leave an ally behind or allow yourself or your allies to sacrifice another ally, even a summoned creature; you must embrace any opportunity to spread the legend of yourself and your allies, even when a low profile would be helpful.

Marshal's Order (Lesser, Su): You can use your spirit surge on attack rolls, saving throws, ability checks, concentration checks, and skill checks rolled by you or any allies who participated in your seance as long as you have line of sight and line of effect, and are within 30 feet of the chosen ally. You can still use spirit surge only once per round.

Inspiring Call (Intermediate, Su): As a standard action, you can grant all allies who can see and hear you a competence bonus equal to your spirit bonus on either saving throws or attack and damage rolls. You choose which bonus to grant each time you use inspiring call. This ability lasts for 1 round. If you have the decisive strike greater spirit power, you can use inspiring call as a move action. If you have the legendary marshal supreme spirit power, you can use inspiring call as a swift action.

Decisive Strike (Greater, Su): You can allow the marshal to gain 1 point of influence over you as a swift action to allow an ally within 30 feet who can see and hear you to make a single melee or ranged attack during your turn. You can use this ability as a standard action to instead allow the ally to perform any standard action.

Legendary Marshal (Supreme, Su): You can use a lesser spirit surge without incurring influence. This lesser surge adds a maximum of 1d6 to the roll and does not apply your spirit bonus, regardless of other effects or abilities you have that alter your spirit surge. A lesser surge still counts as a spirit surge for the purpose of the limit of one spirit surge per round, but it does not consume any free uses of spirit surge you may have from effects such as taboo.

Trickster
A trickster spirit is a savvy and manipulative master of skills.

Spirit Bonus: When you channel a trickster, your spirit bonus applies on Dexterity checks, skill checks, and Reflex saves.

Seance Boon: Choose one skill when you gain this seance boon. You gain a +1 bonus on skill checks using that skill, and that skill counts as a class skill for you.

Favored Locations: Alleys, mazes, taverns, trap-filled locations.

Influence Penalty: The trickster within you is a protean manipulator, and you begin to see the possibility that everyone around you might have ulterior motives as well. You never count as an ally for the purpose of gaining benefits from another creature's abilities, nor do you count as a willing target for spells. Anyone attempting to target you with a touch range spell, even a beneficial spell, must succeed at a melee touch attack, though you need not attempt saving throws against harmless spells. You gain no benefit from another creature's aid another attempts, as you are too busy making sure they aren't secretly tricking or sabotaging you.

Taboos: Choose one: you can't abide revealing your true identity, and you break this taboo when anyone pierces your disguise, even your own allies; you can never tell the truth; you can never pass up a more lucrative offer, even if it causes you to switch sides.

Trickster's Edge (Lesser, Su): Choose any two skills. These skills count as class skills for you, and you are treated as if you had an additional number of ranks in those skills equal to your medium level (to a maximum of your character level).

Surprise Strike (Intermediate, Su): When you attack an opponent that's denied its Dexterity bonus to AC, you deal 1d6 points of extra precision damage for every 3 medium levels. Your target counts as flat-footed against the first attack you make against that target in a day, regardless of abilities like uncanny dodge. After your first attack, that target is immune to being made flat-footed by your surprise strike for 24 hours.

[b]Transfer Magic (Greater, Su): You can allow the trickster to gain 1 point of influence over you to make a melee touch attack against another creature as a standard action. If the attack succeeds, you randomly steal one of the harmless spells of the highest spell level active on that creature, ending the effect for the original creature and gaining all remaining duration for yourself. This ability does not work on personal-range or instantaneous- or permanent-duration spells.

Legendary Trickster (Supreme, Su): Once per day, instead of rolling for a skill check, you can choose your d20 result. Additionally, you gain the ability to change form at will as if using greater polymorph, except that you can mimic the form of a specific individual.