
Chaos_Descending |
Alright. I'm trying for the third time!!!
I started this project where I was going to make one spirit per Harrow Card, and time scuttled the project. One of my players picket it up and this was the result. I haven't edited it, but I thought it would be fun to bring you all in on the game balance commentary thing. Also, due to drama I won't get to use most of these, but I hate to see them go to waste.

Chaos_Descending |
Sorry, It's giving me trouble posting these...
The Paladin (lawful good, Strength)
Akoda, The Relentless CR 8
XP 4800
LG Human Male Spirit
Notice DC: 25 - to hear the sound of clashing metal as a samurai spirit appears behind the first target
HP: 36
Will Save: 17
Ongoing Effect: Akoda was a samurai who died in the midst of battle defending those he protected to the end despite overwhelming odds. When inhabiting a host, they are filled with the desire to protect those around them moreso than their own protection, often abandoning tactics to do so and resisting the urge to retreat unless everyone else on the battlefield has done so first.
Boon/Bane: Whenever the host possessed by Akoda takes damage, add 1 point to a secondary sheet. Whenever one of the host's allies take damage, subtract a point from the secondary sheet. (This number cannot drop below 0). Upon reaching 100 points, Akoda's spirit is set free and the host gains the ability to lay on hands as a paladin of 4th level (2d6). They can do this once a day plus their charisma modifier(minimum 1) If the character is already a paladin, treat this effect as 4 levels higher for the sake of amount of healing)
Dissmissal: There is no negative effect to dismissing Akoda.
The Keep (neutral good, Strength)
Sozui, The Rock CR 8
XP: 4800
NG Dwarven Male spirit
Notice: DC 25 -The sound of falling rocks crashing down echo across the forest
hp: 36
Will Save; DC 17
Ongoing effect: Sozui had built himself a small home off in the forest, making sure to respect the natural order and only stopping into nearby civilization to pick up goods sent from his family from far away. One such venture, he was given a stone statue and as he was carrying it back in a bag slung across his shoulder, he tripped upon some uproot vines and fell forward, the statue cracking his skull open killing him. While possessed by Sozui, the host seems slightly disoriented and lost as if suffering from some sort of mental disability.
Boon or Bane: Upon possession, the host is given a vision of a small hut off about 3 miles to the North and insantly knows the location of a stone statuette 30 feet away that has been partially buried under the ground. Upon picking up the statue, the character is instantly under the effects of heavy encumberance. The host must then slowly march with this item unaided (Not allowed to be carried or put in a wagon, or teleported, he knows he must do the walk himself) the three miles to the hut which is now long since abandoned but still sturdy. Upon putting the statue on the mantle, Sozui's spirit is put at ease. As he leaves, he leaves behind a blessing to the host, and that character will no longer be affected by encumberence similar to that of a dwarf. (If the character is a dwarf, they recieve the Hard-headed feat)
Bane: The statue itself is worth 2,000 GP. If the player sells the statue, Sozui's spirit becomes enraged and every morning from then on out the host must make a DC 17 will save otherwise be under the effect of a confusion spell for 1d4 rounds. (Note: The characters can sell the statue after they free Sozui's spirit with no negative effect)
Dissmissal: If forecefully ejected, they must make a DC 17 will save. Sozui does not have any ill will to the hosts so has no dire effect. But every so often they will suffer a lingering headache that feels akin to the dull throb at the back of their head.
The Big Sky (chaotic good, Strength)
Tenshin, The Falling CR 8
XP 4800
CG Human Male Spirit
Notice DC: 25 - The sound of rushing wind. When he manifests, Tenshin appears as a frightened man clinging to the ground. In a panic, he will lunge at the first target. (Note: Tenshin will not possess anyone who is possessed by Noyoki)
HP: 36
Will Save: DC 15
Ongoing Effct: The host is overcome by a crippling fear of any height greater than 10 feet. Whenever they encounter a ledge or high area, they require a DC 15 will save to approach it, otherwise they must remain at least 10 feet away from the ledge or cling to the nearest wall.
Boon/Bane: The player must willingly jump off a cliff ledge higher than 10 feet. (Note: The player can cast featherfall or fly upon themselves or even take damage from the fall. It is the act of the jump that frees him.) Upon doing so, the spirit is set free and the joy expressed gives the host a +2 bonus against fear effects Bane: If the player is shoved of a cliff against their will, the terror of Tenshin causes the host to move in such a way that the damage is maximized for that fall.
Dismissal: If forecefully ejected, there is no negative effect.
The Forge (lawful neutral, Strength)
Romo, The Inspired CR 8
XP 4800
LN Human Spirit
Notice DC: 25 - to hear faint sounds of an tools on wood
HP: 36
Will Save: 17
Ongoing Efefct: At one time, Romo was a celebrated artist of his comunity. One day, the shogun of the area heard of his skill and demanded a great masterpeice for his collection. Romo, found himself unable to create under the great pressure of this expectation. One day, Romo was suddenly inspired. Rushing out to start his work he fell prey to a panther in the woods. The PC becomes obsessed with completing the work. Every Day the PC must make a DC 20 will save or work 8 hours on completing the project. The Project is up to the DM, but must be at least of MW quality and cost over 500gp in materials.
Boon/Bane: If Magic is used to dismiss Romo, the PC is forever plagues by the feeling they failed to create something great and gets a -1 penalty on all Craft, Profession and Performance checks. If the PC make the object, then Romo willingly leaves them (Granting them Skill Focus in one relevant craft skill) and enters into the item, transforming it into a minor artifact of the DM's choice. (Yes I stole this from Dwarf Fortress)
Dismissal - Magic or completing the item
The Bear (neutral, Strength)
Daisetsu, The Strong CR 8
XP: 4800
CN Human Male Spirit
Notice: DC 25 -The sound of wooden planks breaking. When he materializes, Daisetsu is a muscular man dressed in unkempt monks robes. He looks at the group with a wild expression before moving up and reaching out to his target.
hp: 36
Will Save; DC 17
Ongoing effect: Daisetsu was a proud man with a temper and despite his mastery of the physical, he could never come to terms with the mental training required for the monastic lifestyle. Despite the efforts of those teaching him, he soon became obsessed with gaining more strength, feeling it was the key to true power. Finally after years of training, his temper got the better of him and he demanded of the monastic elder a way to become stronger faster, to which the elder replied. "If you truly desire strength, go forth into the forest of the kami and seek out a boulder with the order's emblem engraved upon it. Upon punching it, you will discover true strength." To which Daisetsu scoffed and left, seeking out this boulder, never to be seen again. He now wanders the forest in a rage over never discovering this legndary boulder.
Daisetsu has a temper with little patience and a desire to prove his physical prowess via his fists, and is more than eager to extert the latter if the former is tested, spurring the host into challenging anyone who offends to fight him.
Boon or Bane: Daisetsu knows that somewhere in the forest nearby is a boulder that has the monastic symbol emblazened upon it, and that by striking this boulder with all his might he will attain true strength. With a DC 30 survival check, one can spend 2 hours searching the woods to discover a large group of boulders near a river. A DC 30 perception check will reveal the slightly faded symbol now covered partially under moss on a particularly large boulder. While near this rock, the host feels a surge of strength fill them and while within 5 feet of the boulder they get a +10 sacred bonus to strength as Daisetsu's strength fills them. The host may make a single unarmed strike against the rock. (Allowing for such things as power attack, however the rock is not susceptible to crits or precision based damage) Whatever damage the character rolls...is instead dealt to their hand, leaving the rock unscathed. As the host reacts to the pain, they are also filled with unbridled rage for a brief second followed by a sudden realization as Daisetsu realizes that when the master said he would discover true strength, it was not the strength of his body that he would discover but the unyealding patient strength of the rock who has existed long before and long after himself. With this knowledge and sense of humility, Daisetsu departs the host, leaving behind a +1 to the host's strength but also likely a very injured hand. With that, the magic from the rock fades and it is for all intents a normal rock (the host can destroy it via other means if they wish though there will be no after effect) Bane: If the host attempts to break the rock with a tool, have someone else attempt to break the rock in their stead, or via magic, Daisetsu's spirit will will overflow with rage and the host will attempt to injure themselves for 1d4 rounds (with either their own fists or whatever they are holding in their hands at the time), dealing 1d8+STR (Keep in mind that the magic of the boulder may still be in effect for the purpose of strength damage)
Dissmissal: If the host simply refuses to go with Daisetsu's desires, Daisetsu will depart from the host in disgust at their cowardice. However there is no negative repurcussions for dismissing Daisetsu. Inversely, if the host themselves see the wisdom that the elder had offered and refuse to indulge in Daisetsu's desires, citing the elder's meaning, Daisetsu will grow silent as if deep in thought before a sense of shame and humility emanates from him. He will depart from the host, leaving behind a +1 to their wisdom.
The Uprising (chaotic neutral, Strength)
Kiyonobu, The Revolutionary CR 8
XP: 4800
CN Human Male Spirit
Notice: DC 25- A faint sound fills the air, almost as if miles away a crowd is chanting. When Kiyonobu manifests, he is a handsome man dressed in simple clothes and seems to have an unsettling air of confidence about him. In his hands are the tatters of what seems to be of a samurai's banner. He strides towards his target with determination before reaching out to try to grab them.
hp: 36
Will Save; DC 17
Ongoing effect: Kiyonobu was not the brightest of individuals, but saw himself as a visionary and became enamored with the politics of nations from afar. Having grown tired of what he felt was an oppressive caste system designed to simply keep those in power in power, he began to give grand speeches talking of such changes. This made him both many enemies and friends. However, while delivering a speech in a small village, the local lord sent some of his warriors to arrest Kiyonobu. This resulted in a bloodbath as the local villagers rose up as a mob to fight the warriors and defend Kiyonobu, only to be easily slain by the trained warriors. Kiyonobu was able to escape with his life, and he fled into the forest...only to be killed by something within. His spirit now roams the forest in silent rage for the destruction of that town. When possessed by Kiyonobu, the host is also filled with anger and resentment of the noble classes.
Boon or Bane: To rid oneself of Kyonobu, it requires him to gain a greater understanding. The host must read up and study on nobility and politics and make a DC 20 knowledge: nobility check. For every hour they spend researching the subject, they may add a +1 bonus (maximum +8) to the check. (these effects do not stack each day. Upon rest, one must start over) Upon making the check, Kiyonobu's spirit departs, having gained a greater understanding of the situation even if he still does not fully agree upon it. As he departs, he leaves behind a small portion of his chaotic essence, and 3 times per day as a swift action the host may give their weapons the Anarchic weapon property for 1 round.
Dissmissal: If forecefully ejected, the host must make a DC 17 will save otherwise Kiyonobu's hatred for a system he hates lingers on, causing the host to register as chaotic for the purposes of detect law/chaos and spells. This effect does not actually change the host's aligment and can be removed with a remove curse, limited wish, wish, or miracle spell. If the host is already chaotic, this has no effect.
[The Fiend (lawful evil, Strength)
Rina Obata, The Running Damned CR 8
XP: 4800
LE Human Female Spirit
Notice: -A faint smell of brimstone. When Rina manifests, she will be in the form of a stern well-dressed woman. She never stays in one location, instead is always moving. This is perhaps because wherever she goes one can note a small trail of spectral fire that seems to be following her. (As a note, due to the nature of this event, the GM may wish to review this one in particular before allowing it into play)
hp: 36
Will Save; DC 17
Ongoing effect: Rina was the owner of a playhouse, but a cruel and ruthless woman who used many of her dealings to the detriment of those beneath her. She found an obsession with the foreign outsiders, devils in particular, finding their dealings to be potentially more lucrative than the oni. As such, she made a pact with a powerful devil in exchange for not only her soul, but the souls of all those working at her playhouse. After spending a lifetime in luxury, she departed to the forest of spirits where she attempted to forgo her part of the devil's bargain. Upon possession, the host immediately knows they are being pursued by a Phistophilus devil (See Contract Devil for more details) by the name of Lazgl and that due to the nature of the infernal contract Rina signed, this devil now has the ability to discern the location of the host. Rina has no other effect.
Boon or Bane: However they also know that this devil is more interested in aquiring Rina's soul than picking a fight with the host and those around it. 1d4 hours after possession, Lazgul will appear and demand what is rightfully his. His demeanor is that of someone who seems uninterested in fighting and nonthreatening but not willing to leave without Rina's soul. If asked, he will be honest about the nature of the contract Rina agreed to and the things she had done, and confide that she is simply using the host and their allies as a shield in the hopes they will slay him and get her out of a contract she willingly damned a dozen innocent souls to hell for and that she truly belongs in Hell. (A DC 20 knowledge plains will inform the party of not only relevent stats to this devil but also that one of the ways to break a contract is that upon signing, two copies of the contract are made and if both copies are destroyed the contract is negated. And they will also know that a contract devil usually keeps their copy close to them and that if they were to slay him, it is likely Rina's contract will be there.)
If the host agrees to hand over Rina's soul, the devil smiles and clenches his fist and the soul of Rina is pulled screaming out of the host's body (This does not cause any damage but does leave the host shaken for 1d6 rounds) as she is pulled into one of the contracts swirling around Lazgl's form. He thanks them and departs, but not before letting the host know that if they ever wish to make a deal with him, he'd be more than happy to oblige. From then on, the host may speak Lazgl's name and summon Lazgl for the purpose of making an infernal contract. (See Contract Devil for more details) Lazgl is an intelligent devil and after the initial encounter will research the host and scry on them before appearing so as to prevent some sort of trickery, however he will gladly go through with a pact with the host. If the host or someone offers their own soul in exchange for Rina, the devil will agree to such a bargain and will produce a new contract. Upon signing it, the host is now under an infernal contract with Lazgl. But instead of the usual offers, the host only gains the servitude of Rina who acts as a permanent invisible servant.
If the host and allies kill Lazgl (he will have no treasure), they will find Rina's contract as well as the contracts of two other souls who had made a pact with Lazgl. The spirit of Rina will insist the host destroy her contract immediately, and upon doing so will laugh a triumphant cruel laugh at bypassing her fate before departing, giving the host dr 1/evil. However it is very likely the host and allies have made enemies with at least a few members of Hell.
Dissmissal: Dismissing Rina is about timing. If she is forecefully dismissed before Lazgl's arrival, there is no negative effects to dismissing Rina. However, if Rina is forcefully dismissed after killing Lazg and the contract has not been destroyed, she will scream in rage and the host suffers 8d6 damage (half of it is fire, half of it is unholy. The host may make a DC 17 will save for half.). Destroying the contracts afterwards will provide no benefit to the host. However, keeping the contracts or selling it (as it is basically the souls of Rina and two others) is considered an evil act. The host may take the contract to a good aligned temple for no negative consequences.
The Beating (neutral evil, Strength)
Motoyuki, The Drunkard CR 8
XP: 4800
NE Human Male Spirit
Notice: DC 25, The sound of glass bottle shattering. When he manifests, Motoyuki is a hulking man with large welts across his spectral body and he scowls angrily as he reaches for the first target. (Generally Motoyuki will attempt to target a male host first)
hp: 36
Will Save; DC 17
Ongoing effect: Motoyuki was a cruel husband and a cruel father, prone to drunken rage and abuse until one day while gathering wood in the forest, he was killed by his eldest son who had grown tired of years of abuse to himself and his family. From then on Motoyuki moves around the forest, seeking only to cause pain to those he can. When possessed, the host must make a DC 20 will save otherwise they will be under the effect of confusion for 1d4 rounds. Regardless of if the DC is made or failed, the host is now considered intoxicated with a -2 penalty to Wisdom while possessed by Motoyuki.
Boon or Bane: Upon possession, the host sees a vision of a group of trees. Describing them can allow people to make a DC 20 knowledge nature to know that they are a particularly uncommon tree but usually located near shallow creeks. With a DC 15 Geography or DC 30 survival check, one can estimate such a creek about three days travel down the route they are going. Three days of travel, a DC 15 perception check will reveal a small grove of such trees peeking out from around a bend. When searching the area, with a DC 30 perception check, one can find a mostly buried wine bottle with just a small part of it sticking up out of the ground. Unburying it reveals it to be a fairly expensive wine of exceptional quality worth 500 GP. If the host smashes the bottle, the spirit of Motoyuki lets out a baleful cry and departs, giving the host a +2 to fort saves to resist poison. Bane: If the host (or anyone) drinks any of the wine, Motoyuki's soul imprints somewhat upon the host and they are now considered to have a severe addiction to alchohol.
Dissmissal: If forcefully dismissed, the host must make a DC 17 will save otherwise the host will suffer from a mild addiction to alcohol.
[The Cyclone (chaotic evil, Strength)
Kiichi Soga, The Traitor CR 8
XP: 4800
CE HalfElf Male Spirit
Notice: DC 25 -the soft sound of scraping metal, as if a knife is slowly being dragged along a wall. The spirit itself when it manifests takes the form of a figure in ninja's garb who looks upon the party with angry eyes. (Note: Kiichi will not possess anyone possessed by Tatsukichi or Jururi and will avoid possessing anyone of a royal bloodline)
hp: 36
Will Save; DC 17
Ongoing effect: Upon possesion, the host is immediately beset with memories of the terrible acts this individual has done and know they are dealing with a vile spirit. Once a trusted assassin, He singlehandedly betrayed one of the royal families to the Oni and was in fact finishing a final job for them when he himself was killed in this forest. Had it not been for the nature of the forest it is very likely he would have become some form of corrupt undead abomination. At his core is a bitter hatred for the natural order of life itself. While under the effect of Kiichi, the host gains favored enemy: human as a level 5 ranger. (If the host is already a ranger and has human as favored enemy, he may treat that particular enemy as if he was five levels higher). However the host also has a growing desire to destroy any rightful heir to the throne. If another host has Tatsukichi The Prince or Joruri The Queen Mother, the spirit of Kiichi will grow incredibly hostile to that individual.
Boon or Bane: In order to exercise the spirit of Kiichi, the host must allow themselves to be defeated by someone of royal blood.(Or someone who is possessed by Tatsukichi or Jurori) This damage can be subdual but the host must be brought to unconciousness. (Note: Spells such as sleep do not count for this purpose.) However, whenever struck, the host must make a DC 15 will save or Kiichi will possess them for one round and attempt to kill his opponent to the best of his ability. Upon defeat, the spirit of Kiichi is banished and the host now has the diehard feat. (He does not need to meet the pre-requisite) If the host already has this feat, they may select either the Fast Healer, Heroic Defiance, or Heroic Recovery feat) Bane: If the host kills someone of the royal bloodline or someone possessed by Tatsukichi or Jurori, the taint of Kiichi's soul imprints upon the host before departing. The host now registers as evil for the sake of detect evil or spells that affect an evil descriptor. However this does not change the actual alignment of the host. (This effect can be removed with a remove curse, limited wish, wish, or miracle spell)
Dissmissal: If forcefully ejected, the host must make a DC 17 will save otherwise Kiichi will do 10d6+10 negative energy damage as a pair of spectral daggers scrape across their body. The scars from these injuries remain regardless of healing method. (location however is up to GM/Player)
[The Dance (lawful good, Dexterity)
Sakue, The Stone CR 8
XP: 4800
LN Human Female Spirit
Notice: DC 25 - All the sounds of the forest seem to stop suddenly. What materialized, the spirit is of a female monk dressed in simple garb balancing on one foot. She will materialize exactly behind her first target and gently reach out to touch their shoulder, a look of serenity across her face.
hp: 36
Will Save; DC 17
Ongoing effect: Sakue had been finishing her training and meditations when she was killed in the forest. Having not finished her rite of passage, she feels she cannot have peace until doing so. The host instantly knows there is a clearing off a hundred yards away and upon arriving will find only a few remnants of bone (all that remains of Sakue. If one makes a DC 15 heal check, they can discern she likely died from an animal attack while meditating) scattered near a flat slab of rock jutting up from the ground like a small five foot stage. While possessed, the host is under a endure elements effect.
Boon or Bane: If the host chooses to finish the rite of passage, they must balance on one foot on this platform for three days straight. While balancing, the host does not require to sleep, eat, or drink as if they are in some form of stasis. However if they break their pose, the effect ends and they must start the three days over. Each day the host must make a DC 10 Dexterity check. If they fail, it implies they stumbled and broke stance and must start over again. At the end of the third day as the sun sets, the spirit of Sakue remanifests and thanks the host, departing and leaving them with a +1 to their Dexterity. Bane: If the host ignores the request and moves more than a mile away from the stone slab, the spirit of Sakue eparts from the host. There is no negative effect to this.
Dissmissal: There is no negative effect for dismissing Sakue.]
The Cricket (neutral good, Dexterity)
Asami, The Beloved CR 8
XP: 4800
NG Human Female Spirit
Notice: DC -25 -The sound of a beautiful wind instrument dances across the breeze and the air seems to grow warmer. When she materializes, she is of a young beautiful woman dressed in a simple gown. Flowers adorn her hair and she looks at you with kind eyes as she reaches out to her first target. (Asami will never target someone with an evil alignment or anyone possessed by Nozomi. Due to the nature of Asami's boon and the more RP nature of this event, the GM may want to decide which target would be ideal.)
hp: 36
Will Save; DC 17
Ongoing effect: Asami often went into this forest to meet with her secret lover. (This lover is in fact a faun and a relevent knowledge nature check can reveal the details about such a creature. Rikyu if male, Akina if female. The gender of this faun is left to the GM's discretion.) However on one such expedition into the forest, she was slain, and she has since wandered the forest lost and confused. The host feels a forlorn lovestricken desire to find this individual and to see them one last time, if only to let them know they did not abandon them. This may also put a strain on relationships for whenever the host is around those that the host feels affection for for will cause Asami to cry sadly at possibly never seeing her own love again.
Boon or Bane: Seeking out this faun can be a tricky task. One can make use of speak with animals to try to see if they have seen such a creature (if so, some birds will mention a part of the woods where goat legged folks tend to walk lots), a survival check (DC 30) to search the area to find tracks, or one may possibly ask any of the kami they encounter in the forest if they have seen such a thing. (Diplomacy check 15 will reveal they know of a group of fauns that live 4 miles west of them. A DC 25 will inform them that the faun they are seeking is indeed there. If the host mentions Asami, add a +10 bonus to the diplomacy check.) Upon entering a clearing, they will see a group of four fauns playing music and talking who will greet the intruders warmly but cautiously. If explained of the situation, one of the fauns will tell the other to go find Rikyu/Akina, sending them off. They'll explain that this news will bring a great comfort to their friend, who has been griefstricken ever since Asami vanished. Moments later, the faun will return with another who upon seeing them, the host will immediately recognize as Rikyu/Akina. The spirit of Asami will materialize in front of the host and move towards their beloved. The two will embrace as the spirit of Asami fades.
Rikyu/Akina is a an attractive charismatic bard, their upper body being that of a Tien individual with deep green eyes and white hair while their lowerbody consists of fluffy white goat legs. When happy or excited, their tail will swish playfully. Dressed in simple style designed more for easy movement, they are wearing several beautiful trinkets and bits of jewelry.
The fauns of the area will be incredibly thankful to the host and those with them for going out of their way to do this for their friend and offer to shelter them for the night and for them to partake in food, music, and dancing. They're a friendly group, curious to hear of the groups travels and lives. Rikyu/Akina will in particular be exceptionally friendly and curious to whoever was Asami's host. The next day (or if they decline the invitation to stay the night), Rikyu/Akina will insist upon travelling with them at least until the forest's edge, as it is the least they could do for the peace of mind they have given. Treat Rikyu/Akina as a scout for the purpose of caravan travel and their relationship score with the host as 15(however one does not gain any exp benefits from this). As one travels, it will become obvious that Rikyu/Akina is somewhat smitten by the former host, though if confronted on the nature, they will reveal it is not due to any enchantment or that they feel the host is Asami, but more that as Asami was departing, she spoke quite highly of the host and revealed to them the goodness in their hearts and they are genuinely curious to know the host better. That said, Rikyu/Akina will act somewhat jealously to anyone the host may be in a relationship towards as well as any followers/cohorts/familiars/animal companions the host may have.
Bonus: At the end of the forest, depending on how interractions go, Rikyu/Akina may offer to stay with the host. If they agree, they may treat Rikyu/Akina as a cohort as if the host now has the leadership feat. Treat Rikyu/Akinas levels off the leadership chart (accounting for all bonuses and penalties that may apply.) However if the host already has leadership, they must choose to either dismiss their current cohort or Rikyu/Akina. If Rikyu/Akina dies, the host may not aquire a new cohort unless they have the leadership feat.
If rejected or dismissed, Rikyu/Akina will appear somewhat heartbroken but will nod acceptingly before disappearing into the forest.
Bane: If the host leaves the forest with Asami before resolving her problem, she will cry mournfully and depart. However no negative effect will occur from this.
Dissmissal: There is no negative effect for dismissing Asami.
The Juggler (chaotic good, Dexterity)
Rai, The Nimble CR 8
XP: 4800
CG Human Male Spirit
Notice: DC 25 -Out of the corner of ones eye, they will see three balls dancing towards the group. The spirit himself is a brightly dressed spirit with a festival mask on as he juggles a trio of beautifully decorated balls.
hp: 36
Will Save; 17
Ongoing effect: Upon possession, the host grows very restless and finds it hard to stay still for any period of time without wanting to get up and move around constantly. Also, upon possession the three orbs fall to the ground and materialize there. They are a masterwork set of juggling balls that are worth 300 GP each. When picked up, one can notice there is an odd weight to them, making them more difficult to juggle than the average set.
Boon or Bane: The boon is likely fairly easy to guess in that the host must learn to juggle. Each evening, the host may make a Dexterity check (DC 15). If the host spends part of the day practicing, they may add +1 for each hour they spend practicing (maximum of +4). After 5 successful checks (these do not need to be consequitive), the ghost cries out in joy and departs, giving the host one rank in Profession: Juggler (Note this is a rank, not just a bonus). They juggling balls remain behind. Bane: If the host attempts to sell the juggling balls, they vanish and the spirit flies into a rage and the host takes a -1 to dexterity as it departs. Note: This does not count if the balls are stolen. Instead they will return to the host's bag the following day. The host may sell the balls after the spirit leaves due to the boon without any negative effect.
Dissmissal: If dismissed, there is no negative effect. Both the spirit and the juggling balls vanish.
The Locksmith (lawful neutral, Dexterity)
Joben, The Riddlebox CR 8
XP: 4800
LN Human Male Spirit
Notice: DC 25- One hears the faint sound of clockwork gears. When Joben appears, he is clutching a small decorative puzzlebox as he reaches out to the target with his free arm.
hp: 36
Will Save; DC 17
Ongoing effect: Joben was a brilliant craftsman who specialized in puzzleboxes. After years of honing his skills, he created what he declared to be his masterpiece and travelled across the country challening any to open it for a grand prize. This went on for years and no one was ever able to unlock the secrets of this puzzlebox to Joben's delight. However as the years waned on, he grew restless and disheartened no one seemed able to open his grand creation. It soon became his obsession to find someone who could master his puzzlebox. However he died while travelling through the forest to his next location. Upon possession, the puzzlebox Joben is holding becomes tangible at the host's feet and the host feels a compulsion to want to try to solve the puzzlebox themselves and will feel agitation at the idea of someone else trying to solve it for them. The box itself is ornate with beautiful carvings of cranes and koi and if the host shakes it, they will hear something rattle inside it. It appears sturdy but easy enough to break with only a DC 15 Strength check.
Boon or Bane: The puzzlebox is a DC 45 disable device check that the host may make untrained for the purpose of solving the puzzlebox. However, each hour the host spends trying to open the box, they can add +1 to their check. This bonus does not apply to any disable device other than ones used to open the box. (Meaning that eventually with time the host will be able to solve the box on their own even if they are not a rogue) If they open the box on their own, inside the box is an ioun stone worth 8k that will be of the most benefit to the host (GM or Players choice). If they allow someone else to open the puzzlebox, the stone that appears will be a cracked version of the stone the host would have gotten if they had opened it themselves. In both cases, the box itself will remain and is worth around 500GP. Bane: If the host willingly breaks the puzzlebox, a small rock with a symbol of pain falls out, causing everyone within 60 feet of the rock to need to make a DC 20 fort save or suffer the effects. The magic, broken box, and stone itself will fade into nothingness after an hour.
Dissmissal: If forcefully dismissed, there is no negative effect to Joben departing. However the puzzlebox will vanish.
The Peacock (neutral, Dexterity)
Kaida, The Vain CR 8
XP 4800
CN Human Female Spirit
Notice DC: 25 - The sound of a mirror shattering. The spirit looks like that of a girl wearing a half broken mask up to her face.
HP: 36
Will Save: 17
Ongoing Efefct: Kaida was a young girl of exquisite beauty but also exquisite vanity. At one point she offended a warrior with her mocking words and he scratched her cheek with his blade in retaliation. In despair she fled into the forest and threw herself over a cliff to her death. Upon possession, the host suddenly feels extreme vanity and an obsession with beauty to the point they will feel disdain for even associating with unattractive individuals and become incredibly self concious about their own appearance. Whenever the player is injured, they feel a compulsion to have the injury healed magically as soon as possible so at to prevent scarring.
Boon/Bane: To put Kaida's soul at rest, the host must willingly allow at least 1 pt of damage to be inflicted on their face and allow it to heal naturally into a small scar. During this time, Kaida's spirit will become incredibly irritable, giving the host the sickened condition, and the host will feel a compulsion to try to remove the injury via healing magic. After one day has passed and the damage has naturally healed, the spirit will depart, leaving the host with a newfound sense of humility and the ability to cast eagle's splendor 1 per day (caster level 8) Bane: As a neutral spirit, Kaida will simply attempt to stay with the host indefinitely, living vicariously through them until dismissed or resolved.
Dismissal: If forecefully ejected, the host must make a DC 17 will save otherwise the effect of Kaida being ripped out from the host will become apparent as a set of clawlike scars appear across each side of the hosts' cheeks. This results in a -2 penalty on diplomacy checks however a +2 bonus to intimidate checks.
The Rabbit Prince (chaotic neutral, Dexterity)
Tatsukichi, The Prince CR 8
XP: 4800
CN Human Male Spirit
Notice: DC 25 The rustling of robes. When the figure manifests, it is of a young boy (of about 12 years in age) in royal robes who looks at the group curiously before moving towards them. (Tatsukichi will attempt to possess a male host over a female host if possible. He will not possess someone who is also possessed by Kiichi Soma, The Traitor or Joruri,The Queen Mother)
hp: 36
Will Save; 17
Ongoing effect: Tatsukichi was a young prince of one of the royal houses which was inevitably betrayed by Kiichi Soma The Traitor, who had led him and his mother to their deaths out in this forest. As such if another host in the group has the spirit of Kiichi in them, he will grow incredibly hostile to that individual. Inversely, if someone is possessed with Joruri The Queen Mother, he will treat that individual with utmost care and respect and chastize the host if they speak against them. While a narrow-minded and somewhat selfish brat of a boy due to a life of spoiled luxury, Tatsukichi had no real malevolance to him. Instead, the host feels just a juvenile sadness over having died before ever kissing a pretty girl. While possessed, the host gets a -1 penalty on any bluff/diplomacy/sense motive checks versus anyone the host finds attractive.
Boon or Bane: Complying with the Prince's wish and kissing a girl on the lips will result in the Prince re-appearing with a smile and thanking the host before departing. (At GM discretion he may also reveal some information regarding his families fate and may warn them to be wary of Kiichi's spirit who may be lurking in the forest if they have not encountered him. He had been entrusted to Kiichi's care to get him and his mother to a safepoint however Kiichi betrayed them. He is not aware of what fate has fallen the rest of his family other that most them had been killed off by various assassins) Increase the relationship score of whoever the host has kissed by 1 and the host gains a +1 to attack/damage when fighting anyone attacking that individual. Bane: There is no bane effect to this spirit. He will remain until dismissed or conditions are met.
Dissmissal: If dismissed, the host must make a DC 17 will save otherwise the Spirit of Tatsukichi will depart, increasing the -1 penalty of bluff/diplomacy/sense-motive to a -2.
The Avalanche (lawful evil, Dexterity)
Moeko, The Hungry Flower
XP: 4800
LE Dhampir Female Spirit
Notice: DC 25 -the smell of blood wafts through the air and if there are any flowers nearby they will seem to be dripping with blood. When she materializes, the form of a pale grey yet beautiful woman holding a lotus blossom appears. She is completely devoid of colour save for thee flower she holds, which is dripping with red. The colour flows down her arm as she reaches out to the first target in almost a predatory lunge. (Moeko prefers beautiful or graceful targets over those of brute strength)
hp: 36
Will Save; DC 17
Ongoing effect: Daughter of an unholy ritual, Moeko indulged in her darkest desires and hungers. As a geisha, she would use her natural charms and enchantment magic to mystify clients and then drain them of both money and blood. However her lust for blood got the better of her at last and rather than face the inevitable mob, she fled into the forest to seek out a new life...only to be slain herself by something in these woods. She now stalks the forest like a hungry predator.
The target feels a near overwhelming lust for fresh blood. On top of that, the host gains a pair of vampire-like fangs that whenever they makes a grapple CMB check to damage an opponent, they can choose to bite instead, dealing 1d3 points of damage as if using a natural bite attack. As a standard action, they can bite a creature that is bound, helpless, paralyzed, or similarly unable to defend itself.
Boon or Bane: The host must resist giving into temptation, and instead purify their body via a 24 hour ritual of meditation and fasting. During this time the host must not eat or drink and must be concious for the entire time. HOwever after the first hour, the host will sense Moeko's spirit growing increasingly hostile and feel her attempting to seize control. At this time, the host may attempt to bind themselves or have allies do so for them. Two hours later, Moeko's spirit will begin attempting to seize control of the host, requiring them to make a DC 15 will save to resist. Every four hours from then on Moeko will attempt to seize control with the DC increasing by +1 each time. (DC 15 at hour 3, DC 16 at hour 7, DC 17 at hour 11, DC 18 at hour 15, DC 19 at hour 19, and DC 20 at hour 23). At any point if the host fails this DC, Moeko siezes control and will attempt to flee the area or barring that, attack and bite the nearest living individual. (If the host leaves the area, Moeko releases control and goes dormant again, causing the host to need to restart the ritual over again for another 24 hours) If restrained or unable to flee or attack, Moeko will scream angrily and curse at her captors, threatening them and claiming their attempts will be in vain. At the 24th hour, Moeko will relenquish control and vanish in a angry hiss, causing the host (regardless of if they made it through the all the saves or not) to fall asleep exhausted (though one can now see the fangs are gone). Upon waking up, the host will be free of Moeko's effect and in it's place they gain the feat: iron will. (If the host already has iron will, they get improved iron will).
Bane: If the host gives into temptation and willingly indulges in fresh blood from a living creature, Moeko's spirit hums in delight before fading away. The host will then keep the fangs and once a week must partake of fresh blood otherwise they suffer from the sickened condition. This condition cannot be removed via magic, only by drinking fresh blood will it be removed.
Dissmissal: Dismissing Moeko forcefully will require the host to make a DC 17 will save otherwise from then on they will suffer from light sensitivity in which they are dazzled in areas of bright sunlight or within the radius of a daylight spell. This effect is permanent and cannot be removed unless via a limited wish, wish, or miracle spell.
The Crows (neutral evil, Dexterity)
Sei, the Crow CR 8
XP: 4800
NE Human Female Spirit
Notice: DC 25 -The cawing of crows and the flapping of wings. As she appears, her shadow swirls around her as if made up of hundreds of dark wings
hp: 36
Will Save; CR 17
Ongoing effect: Upon possession, a raven (Neutral alignment) by the name of Kiko appears and flies down to the character. Treat this raven as a level 8 wizard's familiar, regardless if the host is in fact a higher level spellcaster or already has a familiar. The raven is able to speak Tien and one language the host knows and follows the commands of the host, however it always addresses the host as Mistress Sei. If asked about Sei, it appears confused and looks to the host as if expecting them to answer. However, the host now gains an severe addiction to raw meat. Each day they do not consume raw meat, they suffer the effects of a severe addiction. (DC 20 to resist the negative effects) This addiction cannot be cured via spells like remove disease. However, upon consuming raw meat, the host gains the benefit of a false life spell (caster level 8) and does not require a save for 24 hours.
Boon or Bane: In order to remove the spirit one must remove the addiction, the host must endure days resisting the addiction, suffering the effects of withdrawal if necessary. Upon doing so, Sei departs, leaving Kiko behind. Treat Kiko as a familiar equal to the level of the character for the purpose of familiar abilities. If Kiko is slain, the host is unable to aquire a new familiar. From then on, Kiko will address the host by their proper name and if asked about Sei will pause, tilt its head, and say the name sounds familiar but they no longer remember why. Bane: Killing Kiko or Kiko being killed will cause the host to need to make a DC 20 will save otherwise they will be compelled for 1d4 round to eat the recently slain bird. If they manage to consume some of the flesh, from then on if the host attempts to eat anything other than raw meat, they will bcome sickened for 1d4 hours.
Dissmissal: If forcefully ejected, the host must make a DC 17 will save otherwise Sei will flee and Kiko will fly away. From then on, all food will become completely flavorless.
The Demon’s Lantern (chaotic evil, Dexterity)
Renjiro, The Temptest CR 8
XP: 4800
CE Human Male Spirit
Notice: DC 25 -glowing wisps seem dance by just in the corner of one's vision. A male figure in decorative robes holding a smiling mask appears and he reaches out with his other hand to the first target. Upon closer inspection (DC 15 perception) one notices the ends of the robe edges are frayed and the smile on the mask is painted with an unsettlingly familiar red liquid.
hp: 36
Will Save; DC 17
Ongoing effect: When Renjiro possesses a host, they immediately go unconcious. What happens next will only take a few seconds in the outside world depending on what the host does. Inside their mind they are whisked into a dream of perfect happiness. Whatever the host desires has come true (A host wishing for a family will be set into a future setting where they have settled down and are now happily married with two children. A host wishing for glory will be in a lodge listening to a bard regale tales of their heroics to an eager audience. If a PC, feel free to let them describe their characters dreamworld) After a few moments, the host will realize that this is an illusion and a Tien man wearing a smiling mask with clean lavish robes will suddenly be next to the host. He will comment that they have a lovely dream and attempt to make small talk with the host. If asked about himself, he will reveal he was once a great spellcaster who had made it his life goal to help people achieve their dreams. If they ask about his mask, he will reveal that as a spirit, it cannot be removed (he'll even allow the host to try if they desire to no effect. It is for all intents and purposes his face) Despite his friendly demeanor, the host should get the distinct impression that something isn't right though they cannot put their figure on what.
Boon or Bane: After some dialogue, Renjiro will lean over to the host and ask if they would like for him to make all their dreams come true. If they ask what he wants in exchange, he'll respond all he needs is for them to trust him and accept his gift. A DC 10 sense motive check will reveal that while everything he said is likely truthful, there is something that doesn't seem right though the host cannot really discern what. If they refuse, Renjiro's smiling mask shatters, revealing a terrible scowling expression of rage and glowing red eyes. The entire dream and Renjiro seems to shatter around the host like a mirror and they awaken, only seconds after having fallen unconcious. The host gets a +2 bonus to will saves to resist illusions. Bane: If the host accepts the gift, Renjiro's body fades away leaving only the mask which then vanishes and the host is left in their dreamworld paradise, having forgotten that this was all an illusion. At this point, the host is now considered under the effects of an apple of eternal sleep and will inevitably waste away sleeping while their mind is in blisfful paradise. (This is in fact how Renjiro killed his many victims in life, offering them a dreamstate bliss while their bodies wasted away to nothing) Like the apple, they can only be awakened with a break enchantment, limited wish, wish, miracle, or a kiss from someone of royal blood. However upon awakening, the sudden rush to reality will be a shock to the host and they will act as if confused for 1d4 rounds. After the disorentation passes, they will be fine save for a lingering sadness and longing for a world they know deep down they will own again.

Chaos_Descending |
Apparently too much text is not allowed. Also I've been asked to inform you all that some of these were written at the height of sleep deprivation, (guess which ones!)
The Trumpet (lawful good, Constitution)
Kumanosuke, The Redeemer CR 8
XP: 4800
LG Human Male Spirit
Notice: DC 25- The sound of a horn blowing in the distance and running footsteps. When Kumanosuke materializes, he is dressed in a samurai's armor, banner waving proudly. He materializes running as if into combat with his weapon drawn before pausing, turning to the target, and extending his hand in a gesture of peace, reaching forward to touch them. (Due to Kumanosuke's nature, he actually will abstain from targeting a LG individual unless there is no other targets left)
hp: 36
Will Save; DC 17
Ongoing effect: Kumanosuke was a brave warrior who never hesitated and was always the first onto the battlefield, but he was also always the first to extend his hand in peace in the hopes of redeeming those over simply slaying them. It was his honour however that became his undoing as when pursuing a man into the forest, the man begged for mercy, causing Kumanosuke to lower his guard somewhat...only to be stabbed in the back by the man's ally who had been lying in wait. Kumanosuke is a man of honor and the host feels a sense of honor and duty while possessed by Kumanosuke and the desire to act along the same lines as the paladin's code of conduct (See Paladin for specifics) While possessed by Kumanosuke, the host gains a +1 to initiative. If the host is traveling with known evil allies, Kumanosuke's spirit will seem agitated and insist that the host try to save them from the path they are taking. If the host is evil, Kumanosuke will attempt to offer advice in the hopes of converting them to the path of good.
Boon or Bane: Allowing Kumanosuke to remain with the host will next a series of rewards. If he remains with the host for 1 week, the bonus to initiative becomes permanent regardless of if Kumanosuke is dismissed. If the host allows him to remain for a month, he will depart on his own, leaving the host with a +5 sacred bonus to their move speed. The host may at this time adjust their alignment to LG if they so wish it.
Bane: If the host willingly goes against the code of conduct, Kumanosuke will depart in disgust. From then on, anytime the host suffers from precision based damage (such as that of a sneak attack), add an extra 1d6 to the damage dealt. This can be removed with a remove curse, limited wish, wish, or miracle spell
Dissmissal: There is no negative effect to dismissing Kumanosuke.
The Survivor (neutral good, Constitution)
Shihei, The Eternally Young CR 8
XP: 4800
NG Human Male Spirit
Notice: DC -the click clack of a cane walking across stone. When he manifests, Shihei is in the form of a kindly old man leaning shakily on a cane. His hands are calloused from years of hard work and he seems barely able to stand upright as he hobbles over to the first target, reaching out to them. (Generally Shihei will try to target the youngest non-evil individual first)
hp: 36
Will Save; DC 17
Ongoing effect: For as long as Shihei can remember, he had been forced with a life of responsibility. From helping his mother raise his younger siblings after his father passed on, to working in the fields to provide for his grand nieces and nephews while their mother lay in bed from illness. It was never a role he was bitter over, as his hard work made the lives of those he cared about easier. However part of him always longed for the chance to run and play in a carefree abandon. But as age, hard work, and arthritis kicked in, he found himself unable to barely even keep up with his nieces and nephews, much less play with them. He had just accepted an invitation to visit one of his nephews house where he could finally retire and relax when he passed away while resting in the forest. Not a bitter soul, Shihei simply desires the chance to be young again, if only for a little while. EFFECT: Upon possession, the host feels a strong desire to engage in fun activities normally associated with the young. Swim, climb trees, play games, stare at the clouds for hours and try to see animals or shapes in them, catch insects, etc.
Boon or Bane: To free Shihei's spirit, the host must spend a week (these days do not need to be consequitive) indulging in such activities. The host is now considered a passenger for the purpose of caravan travel and cannot take any job while in this state. However if the caravan is attacked, the host may defend themself and their allies. After a week of such activity Shihei's soul will depart now content, leaving the host with a +1 to acrobatics, climb, and swim.
Dissmissal: There is no negative effect for dismissing Shihei.
[The Desert (chaotic good, Constitution)
Shinsui, The Doctor CR 8
XP 4800
CG Human Male Spirit
Notice DC: 25 - A elderly scholorly figure appears, clutching a parcel to his chest as he looks upon the party with sorrowful eyes
HP: 36
Will Save: 17
Ongoing Efefct: Shinsui was a respected medical practitioner when he heard about a terrible malady affecting a small town: one that the doctor knew of the cure for. However the local lord refused him to leave, wanting him to remain to attend to his family in the event of any illness. In an act of defiance, the doctor stole a large parcel of medical supplies and fled towards the village. However he perished before he ever made it. As Shinsui inhabits a host, they instantly know of the location of the village and the location of the parcel the doctor was carrying. (The parcel is 40 ft north of them and can also be found with a DC 40 perception check if the party defeats the spirit) Upon finding it, the host feels a compulsion to safeguard and protect it, reacting negatively to anyone else who tries to touch it or the contents inside. (Inside the parcel is several dried herbs that a DC 20 craft alchemy or heal check would be able to reveal as a remedy to dealing with an illness that hasn't had a recorded outbreak in over 50 years), 4 potions of cure light wounds, 2 potions of cure serious, a wand of remove disease with 12 charges, and a scroll of heal.) The host has an extreme aversion to downright hostility at any suggestions to use or sell such items and is unable to bring themselves to use the items themselves while Shinsui is in effect. If an item does get used, the host becomes distrustful of whoever uses the item. While possessing a host, the host recieves a +2 bonus to heal checks.
Boon/Bane: Upon reaching the village, if the host goes to the local herbalist and explains the situation, they will respond that their village was indeed saved by that doctor since after he left, the lord was overcome with such guilt over his selfishness that he sent aid to their village which saved them all. Upon hearing this, the spirit of shinsui departs, allowing the player to make use of the items and increases the heal check bonus to +5.
BANE: If more then 2 items are used from the parcel before arriving, Shinsui departs from the host in despair and the host now suffers a -2 penalty on saves versus disease.
Dismissal: There is no negative effect to dimissing Shinsui.
The Brass Dwarf (lawful neutral, Constitution)
Noritoshi, The Stone CR 8
XP: 4800
LN Dwarven Male Spirit
Notice: DC -The ground where Noritoshi is about to manifest seems to shift and bulge, as if something was burrowing just beneath the surface. When he manifests, Noritoshi appears as a statue of a dwarven man broken into several pieces which move around the statue's head. The stone face looks on without emotion as it moves and reaches out to the first target.
hp: 36
Will Save; DC 17
Ongoing effect: Upon possession, the host takes on a slight physical transformation as their skin seems to harden and become stonelike in texture and touch and they now have the appearance of a statue (the GM may elaborate on what type of stone, be it marble or granite, etc). This gives them a +4 to their natural armor however decreases all move speeds by half and gives a -2 penalty to dexterity due to the stiff nature of the hosts new form. The host's sense of touch is also muted and dulled.
Boon or Bane: Upon possession, the host knows the location (either a few hours, days, or weeks travel, GM's choice) of a basilisk's lair and it is just such a creature that had killed Noritoshi. A Knowledge Arcana check will reveal relevant information regarding a basilisk. Upon defeating the basilisk, Noritoshi's spirit will feel avenged and depart, removing all the previous effects of his possession but leaving behind a +1 natural armor bonus. Bane: There is no negative way to remove Noritoshi, he will stay with the host until resolved or dismissed.
Dissmissal: If forcefully dismissed, the host must make a DC 17 will save otherwise Noritoshi's spirit departs, leaving behind only the rocklike appearance of the effect. This effect can only be removed with a limited wish, wish, miracle, or stone to flesh spell.
[The Teamster (neutral, Constitution)
Eiichi, The Instructor CR 8
XP: 4800
CN human Male spirit
Notice: DC 25 - The faint sound of wooden swords clashing against eachother as an elderly figure appears and draws a wooden training sword before lunging towards the first host target.
hp: 36
Will Save; DC 17
Ongoing effect: An unorthodox trainer, Eiichi believed that the true method of learning a weapon was to abandon years of tedious methodical training but to instead have challenges thrust upon oneself and develop a martial style that comes from a natural symbiosis of ones personal spirit and the spirit of the weapon. Upon possession, the wooden sword becomes a wooden training weapon of the players choice, however it must be an exotic weapon they have no profeciency with. While using this weapon, they only suffer a -2 penalty for being nonproficient with it. Despite being made of wood, treat the weapon as one would a spiritual weapon for the sake of hardness and damage. (However the damage the weapon itself delivers is based off the weapon itself) If the weapon is destroyed, it will re-materialize the next day next to the host. While in battle, if the host is not using the training weapon, they will hear Eiichi's voice chastizing them disapprovingly until they do so. If they are using the weapon, whenever they attack with it, they will hear his voice cheer approvingly.
Boon or Bane: Upon posssession, the host knows that Eiichi believes the spirit of the weapon is sacred so to never disrespect it with meaningless methodical routines or to cast it on the ground...instead only using it when necessary and natural. If the host willingly goes into battle and uses the weapon, after 5 separate combats or 50 HP has been delivered via the weapon (whichever happens first), the spirit claps his hands and departs, leaving behind the weapon which then transformed into an upgraded version that is attuned to the character's spirit. Whenever in the hands of the host, this weapon is a (Insert GM personal touches here which I assume they would customize to whoever has it) and the host gains exotic weapon profeciency of that weapon. If anyone else picks up the weapon, it acts only as a masterwork version of whatever weapon it is. Bane: There are two ways in which one can get this effect. One would be to simply reject the gift and throw it to the ground, in which the spirit will re-manifest and depart, cursing the character as the bestow curse spell (no save and can be removed with a remove curse). This does not occur if the character is under a mental domination or if the weapon is disarmed from their hand. The other method is if the host attempts to train with the weapon. As they start, they will begin to tell the spirit is agitated with such action as a warning to not continue with this course of action. If they continue on and train for more than one hour, the spirit departs with the same curse.
Dissmissal: There is no negative effect to dismissing Eiichi Instead, he will re-materialize and shake his head before vanishing or choosing a different nearby target.
The Mountain Man (chaotic neutral, Constitution)
[Koyo, The Enslaved CR 8
XP 4800
CN Halfling Male Spirit
Notice DC: 25 - to hear faint sounds of shackles
HP: 36
Will Save: 17
Ongoing Efefct: A halfling who grew up in slavery his entire life, he finally attempted to break free from his slavers while traveling along the forest. However they were quick to catch up to him and he was slain before the slavers hung the body up on a tree by the manacles. As Koyo inhabits a host, the host is filled with the rage and frustration in regards to situations that they feel are beyond their control.
Boon/Bane: If one makes a perception check (DC 30) one can notice high up in a nearby tree a pair of rusted shackles that the tree branch has grown around. Climbing up the tree (DC 15) and breaking the manacles (STR check DC 25 or use of adamantine weapon or the usual methods one can use to break a set of manacles) will cause Koyo's spirit to be set free. Alternatively, if the host frees 5 individuals from slavery, this will also set Koyo's spirit at rest. Upon doing so, the host recieves a +1 untyped bonus to attack/damage in any fight that the host is outnumbered in. Bane: If the host encounters some form of slavery and does nothing to free them, Koyo's spirit flees from the host they suffer a -1 penalty to attack/damage in any fight that the host is outnumbered in.
Dissmissal: If forcefully ejected, the host must make a DC 17 will save otherwise suffer a -2 penalty to any escape artist check.]
The Tangled Briar (lawful evil, Constitution)
Omitsu, The Forgotten CR 8
XP: 4800
LE, Elven Female Spirit
Notice: DC -25 Those who make the perception will hear the first target's name softly spoken. If the first target hears the perception, they will be able to recognize the voice as someone they are familiar with who passed away. (Omitsu will generally try to pick a deceased loved one or someone who had great influence in the target's life) When manifests, Omitsu will have the form of the target's loved one. However if the target resists possession, she will transform into the next target's loved one and softly whisper that target's name in their voice.
hp: 36
Will Save; DC 17
Ongoing effect: Omitsu was a sickly young child her entire life. Her parents, rather than dealing with the burden that would last them centuries, abandoned her in the forest where she slowly wasted away. In death, her soul has twisted in rage from the abandonment and she seeks to drag others down into her despair. The host can feel her rage at being abandoned and cast aside and while possessed, the host will hear the soft whispers of their deceased loved one as Omitsu plays upon their deepest fears and regrets, causing them grave misfortune (1/day the GM may force the host to reroll any roll and take the worse result).
Boon or Bane: A DC 10 Wisdom check by the host or anyone the host discusses their situation with will reveal that the most likely solution is to honor her and their loved one via a funerary ceremony. If the caravan takes one day of rest while the host prepares a small funeral feast(the host may ask for assistance but must be involved) and ceremony for Omitsu and their loved one, Omitsu will re-manifest. However she will have changed into the form of a small frail elven child and no longer register as evil.(NG) She will thank the host for not abandoning her and as she departs will impart a vision of comfort to them regarding their deceased loved one. This can range from a vision of them having moved on and now happy in the afterlife, to a glimpse of their past to offer some insight, to even a message from the departed themselves offering them kind words of comfort. This comfort also blesses the host with the one time opportunity to change fortune in their favor: either by allowing them or an ally to re-roll one roll and take the better result, or to force an opponent to reroll one roll and take the worse result. Bane: There is no bane in that Omitsu will attempt to stay with the host as long as possible.
Dissmissal: If one attempts to forcefully dismiss Omitsue while she is in effect, a young child's voice will shriek out in anguish and rage and the host immediately takes (no save) 2d4 charisma damage as the lingering words of Omitsu cuts at the host's mind. This damage cannot be healed magically but may be healed naturally over the course of days.
The Sickness (neutral evil, Constitution)
Naho, The Blind CR 8
XP: 4800
NG Human Female Spirit
Notice: DC 30 The soft weeping of an elderly female. When the spirit manifests, it is of an emaciated elderly lady who seems to be looking around as if blind and will stagger towards the group arms outstretched as if trying to feel for them. (Barring Alignment, if someone starts to make a lot of noise to distract her from another NPC/PC, she will move towards them)
hp: 36
Will Save; 17
Ongoing effect: Naho was a kind elderly lady who was struck with a disease. In prayers, she was told that she would be cured if she was to bathe in a clear pond within the forest of spirits. However the illness struck her blind as she was making her way to it and she ended up lost before she died a slow and agonizing death. Upon posession, the host is stricken with Blinding Sickness which takes effect immediately. The first effect has no saving throw, however each subsequent day the host may make a DC 16 Fort to prevent further damage (1/day 1d4 Str damage, if more than 2 Str damage, target must make an addition DC 16 Fort save or be permanently blinded). This disease cannot be cured by magical means, however the effects of the disease can be removed with restorative magic.
Boon or Bane: With a DC 15 Geography check (or a DC 10 Int check to remember), one can figure out that there was such a pond about 5 days back from whence the group travelled. If the party takes the time to travel back there they will find the pond. Upon entering the pond, the host feels a calming presence wash over them as they move around in the water as Naho is set free and the disease (and even blindness if they are blind) is lifted. The host gains a +1 to their constitution and up to three potions of remove disease (Caster level 8) can be taken from the pond's healing water itself (After the three are taken, the pond no longer registers as magical). Bane: There is no negative way to remove Naho.
Dissmissal: Dismissing Naho will produce no negative consequence, in fact, Naho herself while desperate for a cure will willingly leave the host if they request her to. If the host takes a great deal of damage, she will even offer to just leave as she is distraught that she is causing them suffering and fears they are to suffer her fate as well. However do not reward the party any EXP for this encounter if she departs.
The Waxworks (chaotic evil, Constitution)
Tarozamon, The Alchemist CR 8
XP 4800
CE Human Male Spirit
Notice DC: 25 - The faint bubbling of alchemical chemicals as well as the unpleasant smell of embalming fluid. The spirit manifests as well dressed but somewhat deformed man clutching some needles and thread. He looks up with an unsettling smile and seems to limp towards his first target. (As a general guideline, Tarozamon will not target anyone who has had a child or anyone under the age of 20)
HP: 36
Will Save: 17
Ongoing Efefct: Tarozamon was a slightly deformed man who walked with a limp. Because of this,he gained an obsession with preserving beauty via taxidermy. His skill at preserving animals was without peer and nobles from other countries would send him their trophies for him to preserve with utmost perfection. However, over the years a series of murders caught up to him and upon investigation of his basement the authorities discovered his "doll collection": the bodies of dozens of beautiful young girls in ages 8-13 he had kidnapped, killed, preserved, and dressed up in various gowns. As he fled into the forest, he could hear the authorities getting ever closer so he opted to kill himself so as to prevent capture. When Tarozamon is in possession the host gains the ability to deal 2d6 precision based damage like a rogue due to his innate knowledge of anatomy. If they are already a rogue, treat their damage as 2d6 higher. However, the host knows of Tarozamon's past and can feel his obsession with youth and beauty, and his vile desires.
Boon/Bane: To remove Tarozamon, the host must spend 24 hours in close company with someone who is at least one age category higher than themselves. (In that they must remain within 30 feet of said individual the entire time. This includes hours in which they are sleeping) During this time, the player suffers from the sickened condition as the spirit of Tarozamon recoils at being within close proximity to such an individual. After 24 hours, the spirit departs and while the host loses the ability to do 2d6 precision damage, the host gains the ability to give their weapon the bane property to their weapon for one round as an immediate action 3 times a day. Bane: If the host allows Tarozamon to inhabit their body for more than a week, the corruption of his soul inevitably taints the hosts own and they will only find those in an age category beneath them appealing. However his disdain at authority will cause the host to also have a -2 to sense motive, bluff, intimdate, and diplomacy against any authority figure.
Dismissal: Upon foreceful ejection, the host must make a DC 17 will save otherwise your move speed is reduced by 5 feet.
The Hidden Truth (lawful good, Intelligence)
Magobei, The Advisor followed by CR
XP: 4800
LG Human Male Spirit
Notice: DC 25 -A sound similar to that of a lock beings opened. When the spirit manifests, its of a young scholar dressed in simple clothes. He'll move towards the party nonthreatingly but with a somewhat desperate look upon his face as he reaches towards the first target.
hp: 36
Will Save; 17
Ongoing effect: Upon possession, there seems to be no effect. However, that evening while the host is asleep, they will dream themselves in a peaceful location (in a comfortable room back at their old home, in a lush palace, in a simple yert, whatever the host would recognize as a comfortable and peaceful location) Across from them will the be the young scholar. He will introduce himself to the host as Magobei and how he was once training to be an advisor, however during his travels he was slain in this forest. The host gets the sense that he is a friendly but lonely spirit who seems to simply desire company and someone to talk to. During the conversations, Makobi will try to offer friendly advice and listen with great interest to anything the host talks about. However, the next morning the host will be fatigued and will not have gained any benefits from resting even if they had slept the full time.
Boon or Bane: The following night, the host will return to the same dream location and Makobi will be there to greet them eagerly, however he will look as if he has aged 30 years, asking if they would like to continue talking. If the host mentions the issue regarding the sleep, Makobi will frown and apologize since he can only assume it is his doing. He will ask if the host will stay regardless as he's not had anyone to talk to in years. If the host agrees, he'll smile with joy and talk to the host for the entire evening. The next day the host will still have not gained any used abilities and will be considered exhausted (though one hour of non-sleeping rest can bring them to the fatigued condition). On the third night, the host will return to the dream once more to find and elderly Magobei standing there with his belongings packed in a bag as if ready to depart. He will thank them and promise if the host ever has need of some guidance, he will do his best to help. At one point in the campaign if the host feels unsure about where to go next, they may seek Magobei's insight and he will provide with them with advice as to the best course of action to take. This can only be used once.
Dissmissal: If the host refuses to talk with Makobi, he will simply vanish with a sorrowful sigh. If dismissed, Magobei will do no negative reaction.
The Wanderer (neutral good, Intelligence)
Ikemoto, The Collector
XP: 4800
NG Human Male Spirit
Notice: DC 25 -The sound of distant walking. When he materializes, Ikemoto is an elderly man dressed in humble attire who seems to constantly be scanning the ground as if looking for something. Upon sight of the group, he'll seem surprised for a second before moving over to the first target to touch them as if not certain they are real.
hp: 36
Will Save; DC 17
Ongoing effect: Ikemoto was a modest man who loved to collect small stones that only he himself seemed to find value in. He would travel across the countryside, offering to help with laborous tasks in exchange for shelter and a few hours to search near small streams and roadsides for his previous pebbles which he kept in a bag. As he was traveling through the forest, he was beset upon by bandits who slew him...thinking the bag at his side was treasure of some sort. Upon discovering it was merely small rocks, they destroyed the bag and scaterred the rocks before departing. Since then, Ikemoto has been wandering searching for his treasure.
When possessed by Ikemoto, the host feels a compulsion to collect small stones. Every perception check made will likely reveal the location of a small pepple that catches the host's eye as well desire to hold onto it. Each day that the host is possessed by Ikemoto, add 1d4 small pebbles and stones to their inventory.
Boon or Bane: Afte a month of travelling with the host, Ikemoto's soul will feel contentment at finally having his collection back. He will depart from the host and next time they look at the stones they have collected, they will have been transformed into small gemstones worth 10 gp each.
Dissmissal: There is no negative effect for dismissing Ikemoto.
The Joke (chaotic good, Intelligence)
Euiko, The Prankster CR 8
XP: 4800Female Spirit
Notice: 25 - The jingling of bells and laughter. When Euiko materializes, the figure of an entertainer wearing a kitsune mask appears. She will playfully skip over to their target.
hp: 36
Will Save; DC 17
Ongoing effect: Euiko was a light-hearted yet mischevious prankster, using her magic for practical jokes and comedic effect. However her final joke that involved temporarily transforming a lord's wife into a man resulted in Euiko being forced to flee into the forest to escape execution. It was there where she met her untimely death and she now wanders the forest trying to find someone who appreciates humour. Upon posession, the host is overcome with a giggly sense of mirth and finds it difficult to not find amusement and laugh about any situation they come across, even in the most serious and somber of moments.
Boon: To remove Euiko, one must hear a joke that she has never heard before. The host must witness a DC 20 Perform: Comedy (Note the host cannot do this performance themselves), to which they will be overcome with laughter and Euiko will depart happily. As she leaves, she imbues the host with the ability to cast Hideous Laughter 3/day (DC 15) as a spell-like ability. Bane: There is no negative way to remove Euiko, she will stay with the host as long as possible.
Dissmissal: If forcefully ejected, there is no negative effects.
The Inquisitor (lawful neutral, Intelligence)
Takanobu, The Betrayed CR 8
XP 4800
LN Human Male Spirit
Notice DC: 25 - A spectral spirit of a fallen warrior appears, his throat having been slit open as he looks across the party with suspicious eyes.
HP: 36
Will Save: 17
Ongoing Efefct: Takanobu was searching for a murderer only to find out the person who hired him and was leading him was in fact the murderer who had lied to him and thus slit his throat in the night. Upon inhabiting a host, the host is overwhelmed with an extreme aversion to deception and acts as if under the effects of a zone of truth spell (DC 18 anytime they wish to speak a falsehood).
Boon/Bane: Takanobu will stay with the host until the requirements are met or until expelled. If the host is able to go 1 month without saying a deception, Takanobu will become pleased with the honesty of the host and depart...giving the host the ability to detect evil 3/day as an immediate action. Bane: If teh host resists the DC and says a lie five times, the spirit of Takanobu leaves in disgust causing the effects of the zone of truth to become stronger and the DC to resist saying a falsehood is now DC 23.
Dismissal: If forecefully ejected, the host must make a DC 17 will save otherwise the spirit of Takanobu's disappointment lingers with them and they now suffer a -5 to their sense motive checks.
SPECIAL NOTE: If someone else in the party is possessed by Maru, the host possessed by Takanobu will feel incredible hostility from Takanobu regarding that individual. A host possessed by Maru cannot be possessed by Takanobu.
The Foreign Trader (neutral, Intelligence)
Maris Kasaya, The Wisest Fool CR 8
XP: 4800
LN Elven Male Spirit
Notice: DC 25 -The sound of paper rustling and pens scribbling, an elven spirit writing something down on a parchment appears and he looks up with a slightly confounded expression before moving over to them curiously.
hp: 36
Will Save; 17
Ongoing effect: Maris was a proud man who was convinced that his knowledge of the forest would protect him as he made an expedition into it to discover a particular flower that had long since thought to have been extinct. He was not correct in that assessment. When possessed, the host may make any knowledge skill unchecked, however if they fail the DC they are instead given some false information. This can vary from something completely unrelevant to something important, but regardless of the outlandishness of the falsehood the character will be convinced that it is in fact the truth for one minute.
Boon or Bane: Eventually with either a knowledge (nature) DC 25, Survival 35, or Perception 35(when in an appropriate area), one will notice a small patch of flowers that have actually begun growing inside the rotted hollow of a tree. Upon closer investigation, the spirit will express great joy as they are in fact the flowers he had been seeking and will depart...leaving the player with some of his knowledge( Aka: Knowledge skill of their choice to now consider in-class.) The flowers themselves are particularly rare and if brought alive to the right buyer are worth 1k.
Dissmissal: If forcefully ejected, the host must make a DC 17 will save or Maris' pride lingers on with the character, making them unable to admit being wrong even in the most obvious of circumstances.(This effect can be removed with a break enchantment, remove curse, limited wish, wish, or miracle spell)
The Vision (chaotic neutral, Intelligence)
Shino, The Misguided CR 8
XP 4800
CN Human Female Spirit
Notice DC: 25 - a female's voice with faint religious chanting
HP: 36
Will Save: 15
Ongoing Effect: Shino and her husband had long since been without children and during her prayers asking for a miracle was given a vision of a particular tree in the forest of spirits that upon putting three coins into its hollow, she would be blessed. Bolstered by faith that she would be safe, she entered the forest never to be seen again. As Shino inhabits a host, they recieve the similar vision as well as her deep desire to settle down and start a family.
Boon/Bane: If one finds the tree (survival check 25, perception check if you are passing the area 15) and places three coins in it, Shino's spirit will be able to move on and she will leave behind her blessing to the character so that should they ever have children, they will have twins. Also, the player having two children will also set the spirit of Shino at ease, though no boon will be granted. Bane: As a fairly harmless spirit, there is no baneful way to force her from oneself.
Dismisal: If ejected, the player must make a DC 15 will save otherwise they suffer her curse and will be unable to have children unless remove curse/heal is cast upon them.
The Rakshasa (lawful evil, Intelligence)
Sumitomo, The Cursed Scroll CR 8
XP: 4800
LE Human Male Spirit
Notice: DC 25- In the area, Tien symbols and words will begin to appear (on the trees, rocks, walls, etc) written in a dark red liquid that has an unsettling similarity to blood. When he appears, Sumitomo has the appearance of a scribe and spellcaster. His eyes flicker with a sinister glare as he reaches towards his first target, his hands covered in blood.
hp: 36
Will Save; DC 17
Ongoing effect: Other than the aura of evil he gives off, upon possessing a host there seems to be no effect to Sumitomo's presence. However Sumitomo will take control of the host while they are asleep and move them about as if they are sleepwalking. He will abstain from doing anything harmful to the host (in fact, doing any damage will cause the host to wake up), however he will begin transcribing (either by pen or by brush) some writing onto the nearest parchment (if none is available, he will use fabric for this purpose). The writing is clear and precise, however anyone observing this who makes a DC 20 perception check will also notice that the host is not needing to make use of any ink and upon further inspection the writing seems to be done in blood. (Next morning, the GM rolls randomly and someone in the caravan other than the host will now be suffering from 1 point of CON damage. The host will have no recollection of any events of the night and gains spells/daily abilities as normal) The things being written seem to be magically enchanted and the makings of some sort of magical incantation, but the things being written are of an obviously depraved and foul nature. If the scroll id destroyed, Sumitomo will simply start over. Each night the spirit of Sumitomo will continue to try to write his foul manuscript.
Boon or Bane: To remove Sumitomo, the host must spend three consequitive days abstaining from sleep, allowing themselves to suffer the effects of fatigue, exhaustion, and on the third day a -2 to their wisdom as they suffer from sleep dementia. As the sun rises on the fourth day, Sumitomo's will cry out in frustration and fade away, leaving the host with the alterness feat. (If the host already has this feat, they instead get uncanny alertness) Bane: If the host allows Sumitomo to finish his sinister writing (a process that takes 5 nights of work), the spirit sighs contently and seems to be absorbed into the parchment. This writing now acts as a Tome of Clear Thought (+2). However it radiates with vile and dark magic, and reading this tome is considered an evil act. If the reader is of the good alignment, they must now take a neutral alignment. If the reader is of the neutral alignment, they must now take an evil alignment. An evil aligned character may read the book without any alterations. They may instead sell the book as many a collector or sinister organization may find such an item desirable. If they attempt to sell it to a group to keep it from falling into the wrong hands, they are only able to make 1/4th the item's cost (13,750 k).
Dissmissal: If forecefully ejected, the host must make a DC 17 will save otherwise the host continues to suffer from sleepwalking, though now without the guidance of Sumitomo. However, while in this state, the host takes a -4 penalty to mind-affecting spells.
The Idiot (neutral evil, Intelligence)
Atshushi, The Mind-Thief CR 8
XP: 4800
NE Human Male Spirit
Notice: DC 25 -The soft sound of a book's pages being turned. When he materializes, he is a well dressed scholar with a sneering expression. In his right arm he clutches ahold of several books while he reaches for his target with his left.
hp: 36
Will Save; DC 17
Ongoing effect: When Atshushi possesess someone, they must immediately make a DC 20 will save otherwise they suffer from 2d4 points of intelligence damage. While the damage can be repaired and healed naturally, each morning that the host's INT score has returned to full, they must make another DC 20 will save otherwise suffer the same effect. (So each morning as long as the host is suffering from at least 1 point of int damage, they will not be required to make a will save)
Boon or Bane: In order to remove Atshushi, the host must spend 8 hours a day for one week reading a book on a subject they have no knowledge of or a book on a language they do not yet know. Upon doing so, Atshushi re-manifests and is seen clutching his head in agony before dissapating. If the host was suffering any INT damage it is removed and gain 1 rank in the knowledge they were studying, as well as the skil now is considered in-class. (If the host was studying a language, they can add that language to known languages) Bane: There is no negative way to remove Atshushi, he will stay with the host as long as possible.
Dissmissal: If forcefully dismissed, the host must make a DC 17 will save otherwise is struck with the feeblemind effect for 24 hours. (This can be cured early with heal, limited wish, miracle or wish).
The Snakebite (chaotic evil, Intelligence)
Maro, The Betrayer CR 8
XP 4800
CE Human Male Spirit
Notice DC: 25 - The sound a rattlesnakes tail
HP: 36
Will Save: 17
Ongoing Efefct: Maro made a living off of fooling warriors and good-intentioned individuals into helping himm, only for him to poison or slit their throats in the night and make off with their treasure. However after one such escapade, he inadvertedly mistepped and fell into a den of vipers where he died horribly. When under the effect of Maro, the host gets a +5 bonus to bluff. However the host also has an aversion for honesty and will feel tempted to say falsehoods even if unecessary.
Boon/Bane: To remove Maro, the host must refrain from lying for one week. Upon doing so, Maro departs from the host and they lose the bonuses they recieved from him but gain a +5 to sense motive. Bane: If the host does an action that would inevitably betray one of his allies, the spirit of Maru and his treachery imprints upon the hosts soul and the player is now considered flat footed at all times for the purpose of sneak attacks.
Dismissal: The host must make a DC 17 will save or takes a -4 to their saving throw against poison.
SPECIAL NOTE: If someone else in the party is possessed by Takanobu, the host possessed by Maru will feel incredible hostility from Maru regarding that individual. A host possessed by Takanobu cannot be possessed by Maru.

Chaos_Descending |
[The Winged Serpent (lawful good, Wisdom)
Mitchinori, The Scout CR 8
XP 4800
LG Human Male Spirit
Notice DC: 25 - an obviously fake bird-call
HP: 36
Will Save: 17
Ongoing Effect: Mitchinori was a scout for a group travelling through the forest, however on his watch he was unable to detect an ambush and it resulted in not only his death but the death of his traveling companions. When inhabiting a host, the host constantly feels paranoid of an inevitable ambush and is constantly on the lookout for danger.
Boon/Bane: Preventing an ambush and acting before ones attackers causes Mitchinori to feel at peace and thus is able to move on. As he departs, he leaves behind a trace of his training and the host gains a +2 bonus to initiative. Bane: There is no bane effect for Mitchinori. He will stay until the requirements are met or dismissed.
Dismissal: Upon foreceful ejection, the player must make a DC 17 will save otherwise the shame of his failure causes the player to take a -2 penalty on all perception checks.
[The Midwife (neutral good, Wisdom) (((Sounds like Jo has an alternate plan for this one so I'm just going to leave it)))
Mutsumi, The Mother CR 8
XP 4800
NG Human Female Spirit
Notice DC: 25 - the faint sound of a crying child
HP: 36
Will Save: 17
Ongoing Effect: Mutsumi fled into the forest with her young child to escape a group of oni attackers. Having escaped their pursuers, they fell asleep underneath a large tree only for her to discover her child had vanished upon morning. She then wandered the forest searching for her lost child until she herself wasted away. Upon inhabiting a host, the host is beset with deep grief over lost loved ones.
Boon/Bane: DC 15 Perception check will note something out of place among the rocks and upon investigation it will reveal a skeleton (DC 15 heal check will conclude it was of a human female). A DC 25 perception check will reveal that the right arm is outstretched and the finger seems to be pointing off to the west to a nearby cave (Without this clue, the vines hanging over the cave require a DC 35 perception check to notice). If the players search the cave, it will be revealed to be a long since abandoned bear cave and they will find amongst the remnants and rubble a small child's skeleton huddled in a corner. Burying the bodies together will set Mustumi's spirit at peace and the host will gain once per day the ability to cast sanctuary (caster level 5, DC 18 will). Bane: If forcefully ejected, the host must make a DC 17 will save otherwise Mutsumi's grief and fear over what may have happend to her child lingers with the host and they take a -2 penality to will saves against fear.
The Publican (chaotic good, Wisdom)
Thoki, The Piper CR 8
XP: 4800
CG Human Male Spirit
Notice: DC 25 -The sound of birds fills the air. A DC 15 knowledge nature check would result in whoever making it knowing that several of those birds are not birds native to the area. When he manifests, the spirit is in the shape of a young boy playing some pipes as colourful spectral birds seem to flit about him. He looks up and stops playing before moving eagerly over to the first target.
hp: 36
Will Save; 17
Ongoing effect: Thoki adored birds and in return birds adored Thoki. Wherever he went, he seemed to be able to charm the birds from the trees and he travelled the world to seek out new friends. However while travelling through the forest of spirits, Thoki fell prey to a giant spider. Upon possession, all birds within 100 feet of the host are treated as helpful to the host (though retain their birdlike intelligence so will be unable to understand orders unless the host has a way of speaking with them) and act as if under the Sympathy spell, doing their best to remain close to the host and will follow the host wherever he goes. Because of this, the host suffers from a -10 to stealth and perception as they are constantly surrounded by a flock of happily chirping birds. At the sight of birds, the host senses a great happiness emanate from Thoki's spirit.
Boon or Bane: Thoki simply wishes to spend time with his precious birds. If the host allows Thoki to remain for three days and endures the constant cacophany of birds, the spirit sighs happily and departs. The host now gains animal empathy (for birds only) and the at will the ability to communicate with birds as if via the speak with animal. Bane: If the host willingly kills any of the birds or encourages his allies to do so, Thoki screeches in horror and departs. (However if any birds are killed by defending the host from attack, this will not come into effect though the host will feel Thoki wince in discomfort. This also happens if any of the host's allies kill any birds despite the host's protests for them not to.) From then on the host is considered to be under the effect of an antipathy spell in regards to birds.
Dissmissal: If dismissed, Thoki will depart with no negative effect.
The Queen Mother (lawful neutral, Wisdom)
Jurori, The Mistress CR 8
XP: 4800
LN Human Female Spirit
Notice: DC 25 -the sweet smell of perfume fills the air. The spirit herself is an attractive woman dressed in regal robes. She holds herself with grace and dignity as she moves towards her target. (Jurori will generally target a female host first, only resorting to a male host if none are available. She will not possess anyone who is possessed by Tatsukichi The Prince, or Kiichi the Traitor)
hp: 36
Will Save; DC 17
Ongoing effect: Jurori was one of the royal families mistress and mother to Tatsukichi. When the house began to fall, she attempted to flee with her son in the hopes of saving one of the royal bloodline heirs, only for the both of them to be slain by their trusted bodyguard Kiichi. A proud and vain woman, the host feels her disdain at the idea of mingling with anyone of the lowerclasses (Due to the possession, the host is considered upper Tien nobility for the purpose of their own status) and gets a +1 to intimidate/diplomacy when dealing with anyone the host feels is of lower status to them. If the spirit of Kiichi is present, Jurori will emanate extreme hostility to the host of Kiichi. If the spirit of Tatsukichi is present or has previously been resolved, the host will feel a slight maternal love for that individual.
Boon or Bane: To rid themselves of Jurori, the host must spend three days under a vow of poverty, putting aside and refraining from using any item worth more than 10 GP and wearing nothing more than simple clothes while eating but bread(or rice) and water. During this time, Jurori will become extremely irritable and if the host at any point breaks their vow, they must start over. After a week, Jurori's spirit will sigh, having a newfound sense of humility and depart, leaving the host some of her knowledge. Pick one: Knowledge nobility or History. Thhe host gains a +2 bonus in it) Bane: There is no bane to Jurori. She will exist until resolved or dismissed.
Dissmissal: If dismissed, the host must make a DC 17 will save otherwise the spirit of Jurori leaving will cause the host to suffer a -2 penalty to intimidate/diplomacy when dealing with those of lower social status.
[The Owl (neutral, Wisdom)
Shoko, The Wolf CR 8
XP: 4800
NG Human Female spirit
Notice: DC 25- The sound of wolves howling drifts along the breeze as a figure seems to appear out from a growing swirl of spectral leaves that form into a swirling cape behind her. She looks at the group with curious yet determined eyes and moves forward not speaking a word.
hp: 36
Will Save; 17
Ongoing effect: Shoko was a druid who is searching for her lost animal companion, a wolf named Fumiko. Upon possession, the host can 1/ per day speak with animal for 2 minutes as per the spell. Also all canines are now initially treated as friendly to the host.(this however does not apply to the rest of the party) However the host now suffers from a unqiue form of lycanthropy in that on a full moon they are transformed into a wolf as if under the effects of baleful polymorph. The host still retains their full senses and alignment and is in full control of their body, however they are for all intents an purposes a wolf.
Boon or Bane: When they first transform, they feel a compulsion to find a nearby cliff and howl to the sky. Upon doing so, off in the far distance a secondary howl will be heard. The party must then make haste to reach that area before dawn arrives. (The host can howl again to get a response to find out which direction they are going) After a few hours of travel (if lost, one may make a survival 40 check to notice ever so faint wolf tracks), they will discover a small clearing where a large spectral wolf is sitting as if waiting. Upon entering the clearing, the spirit of Shoku leaves the hosts body (transforming them back to their normal form) and embraces the wolf, causing both of them to depart. The host gains a +1 to their wisdom. Bane; If the host eats wolfsbane or anything that would cure lycanthropy, then the spirit of Shoku will be ejected and she will snarl in dissapproval. From then on, all wolves and canines consider the host unfriendly at the starting encounter.
Dissmissal: If forcefully ejected, the host must make a DC 17 will save or take a -1 penalty on all saving throws to resist polymorph spells.
The Carnival (chaotic neutral, Wisdom)
Chiyo, The Playful CR 8
XP: 4800
CN Human Female Spirit
Notice: 25 -The sound of a child skipping as well as what sounds like a schoolyard chant (The spirit itself is actually that of a small child with long hair who upon appearing and seeing the hosts, giggles and skips towards them with arms outreached)
hp: 36
Will Save; DC 17
Ongoing effect: Chiyo was a playful prankster who while travelling through the forest with her family, grew ill and passed away. However her spirit refused to acknowledge that she died or acknowledge the sadness of the situation. Upon inhabiting a host, Chiyo causes the host to feel a giggly sort of happy and view the world as through the eyes of an innocent child, finding enjoyment in even the smallest things, but at the same time seems to find it hard to remain serious even in the face of grave danger. However, the hair on the host's head (this can either be the hair atop their head or via a beard) begins to grow at a more rapid rate of 2 inches a day.
Boon: Upon realizing their hair is growing, Chiyo muses how fun it would be to skip rope with it one day. If the host allows their hair to grow to a certain length before cutting it and weaving it into a rope (about a month's time) and then skips rope with it, the spirit of Chiyo will laugh and clap with delight before departing. When she leaves, the rope of hair becomes a magical item that allows one to cast "Rope Trick" (Caster level 10) once per day.
Bane: If the host willingly breaks a child's toy or does a malicious act which causes a child to cry (It has to be with the intent to upset them, so something like "no more games until you eat your dinner" won't do it cause yeah, children can cry even with the best of parents), Chiyo's spirit becomes enraged and departs, causing the character to instantly lose all their hair. To get their hair to begin growing again will require a limited wish, wish, or miracle spell.)
Dissmissal: If forcefully ejected, the host must make a DC 17 will save or Chiyo will depart. However the hair will continue to grow at one inch per day and will continue to do so unless someone casts limited wish, wish, or miracle.
The Eclipse (lawful evil, Wisdom)
Iola Zrisk, The Moth CR 8
XP: 4800
LE Human Female Spirit
Notice: DC 25 - The sound of fluttering insect wings When she manifests, she appears as a slightly older varisian woman dressed in decorative butterfly patterned scarves. However the spots and patterns on the wings of the butterflies are smeared and torn and she looks at the party with an angry expression. (Due to her nature, she will avoid possessing a follower of Desna unless no other targets are available)
hp: 36
Will Save; DC 17
Ongoing effect: Iola was a devout follower of Desna and was making her grand pilgramage when she was beset by creatures in the forest. In desperation she called to Desna for aid but recieved no assistence. Bitter and feeling betrayed, Iola wanders the forest cursing the goddess she once revered. Upon possession, the host feels Iola's hatred of religion in general, though she now holds a special hatred and distrust for Desna and her followers. If Koya or any cleric of Desna is in the party, upon sight of them Iola will fly into a rage causing the host to require a DC 20 will save otherwise they are staggered for a round as Iola's screams echo through their head. (This effect can only happen once a day. Save or fail, they will not need to make another for 24 hours.)
Boon or Bane: In order to remove Iola, the host must finish her pilgramage by leaving the forest and finding a shrine to Desna. (Upon sight of the shrine the host will have to make another DC 20 will save if they haven't already made one for that day) Upon leaving an offering, the host feels a sudden weight lifted off their shoulders as a sense of understanding seems to fill Iola, followed by a twinge of sadness and remorse for her actions. As a parting gift, anytime the host has a cure spell that heals HP cast upon them, treat the spell as if under the maximized metamagic feat. (Note: This effect does not extend to potions or wands). Bane: There is no bane way of removing Iola.
Dissmissal: If forecefully dismissed, the host must make a DC 17 will save otherwise Iola's hatred of the divine imprints upon the host, requiring them to resist any divine spell cast upon them that allows for a save. This effect can be removed with a remove curse, break enchantment, limited wish, miracle, or wish spell. However keep in mind that if those spells are from a divine source, the host must try to resist them.
The Mute Hag (neutral evil, Wisdom) (((Sounds like Jo may have an alternate plan for this one so I'm going to just leave it)))
Yumiko, The Silent CR 8
XP 4800
NE Human Female Spirit
Notice DC: 25 - The entire area becomes unnaturally silent as a ghostly figure in preistess robes appears gracefully
HP: 36
Will Save: 17
Ongoing Effect: Yumiko was a priestess and assassin, using secrets and treachery and any means necessary to rise in the ranks of her temple. She fled into the forest upon the revelations of her treachery just before she was able to launch her final assasination of one of the royal families. While under the influence of Yumiko, the host gets a +10 bonus to stealth and the silent metamagic feat. However the host seems to gain a severe aversion to loud noises as well as a desire to kill those of higher authority.
Boon/Bane: As an evil spirit, Yumiko offers no boon. Upon forceful ejection, the host must make a DC 17 will save otherwise become struck with muteness themselves. (However they will still retain the Silent: metamagic feat in similar nature to the oracle mute curse)
The Lost (chaotic evil, Wisdom)
---, The Nameless CR 8
XP: 4800
CE ??? Spirit
Notice: DC 25 The area in which the Nameless is about to appear in seems to suddenly drain of colour. The spirit itself is a colourless featureless individual. The spirit will turn and move towards the first possible host. Everywhere it goes, the area 5 feet around it seems to fade out of colour(the colour returns as soon as it leaves the area)
hp: 36
Will Save; DC 17
Ongoing effect: Little is known about this individual, other than it was slain by an evil spirit who not only took his life, but also his name and identity and because of this, it wanders the forest searching for a new one. Upon possession, the host is overcome with a sense of emotional entropy, gaining a +5 bonus to will saves against enchantment. However they must now make this will save even if the spell is being cast from an ally. The host also loses their sense of colour, only being able to see in shades of grey.
Boon or Bane: The solution is to simply give the spirit a name so it may move on. One may try to commune or contact other planes to try to discover his original name (but this may have a cost attached to get the answer) or one may simply give him a new name. If the host discovers his original name (Masuhiro), he regains his original form and moves on, granting the host DR 1/cold iron. If the host gives him just a random name, he departs with no benefit/negative effect.(Despite the encounter being resolved, give the party only half exp). If the host gives the spirit their name, the spirit then shifts to look similar to them and departs. The host then loses all colour from themselves and is under a permanent Mind Blank spell. (However, the possibility now exists that they have a doppleganger somewhere out in the world who has their identity) Bane: If the host attempts to give the Nameless the name of someone they know, the Nameless' will materialize as them and the person who's name they gave must make a DC 17 will save otherwise suffer the effects similar to if the host gave their own name. However if they make the save, the Nameless contorts in rage bellowing "That name is not yours to give!", it then takes the shape of the hosts worst fear (as via the phantasmal killer spell: DC 17 save) before vanishing.
Dissmissal: If one forcefully ejects the Nameless, they must make a DC 17 will save otherwise lose all colour from their body and clothes save for their eyes(they are a window to the soul after all), thus looking like a greyscale version of themselves. This effect can be removed with limited wish, wish, or miracle.
The Empty Throne (lawful good, Charisma)
Tomoyuki Amatatsu, The Lost Heir CR 8
XP 4800
LG Human Male Spirit
Notice DC: 25 - A regal figure appears as small bells seem to chime around in the air. (Int check of 10 would indicate the face seems slightly familiar. Int check of 15 would indicate they look sort of like Ameiko/Arashi)
HP: 36
Will Save: 17
Ongoing Effect: Tomoyuki was one of the Amatatsu heirs (brother to Ameiko's ancestors) who fled, though opting to take a different route so as not to have their entire family line in one place. However he met his end in the forest and has wandered since. Upon possession, the host is beset with the desire to return the Amatatsu line back on the throne and end the Oni menace and all who ally with them...refusing mercy to any individual who associates with such creatures. During his possession, when encountering any of the five storm or those who are allied with them, the host gets a +1 to attack/damage in combat with them. However, the host suffers an extra -2 to attack/damage if they are attempting to use nonlethal damage against them. (If the host has the merciful feat, they now suffer a -2 penalty to deal non-lethal damage)
Boon/Bane: Upon Ameiko being on the throne, the spirit is set free and the player is given the knowledge of a location to this sprit's most treasured posession as a reward. This item is up to the GM to decide what it is and had been hidden away in a secret location that requires a word to unlock (Tomoyuki will provide the word to the player). As this is an end-game item, it's up to the GM what it is. Bane: If the Amatatsu line is no longer, the grief of the situation causes Tomoyuki to leave the body with a wailing howl of despair that all within 50 feet of the host must make a DC 20 fort save or become deafened.
Dismissal: If expelled, the host must make a DC 17 will save otherwise they will suffer a -1 to their AC when dealing with any of the five storm or those who the host know work for them.
The Theater (neutral good, Charisma)
Michinaga, The Performer CR 8
XP: 4800
NG Human Male Spirit
Notice DC: 25 -The sound of lovely music fills the air as a handsome spirit seems to dance playfully in the general direction of the characters. He looks up and smiles before giving a sweeping bow and moving towards them.
hp: 36
Will Save; CR + 9
Ongoing effect: In life, Michinaga was a kind and adored bard who lived for his passion and ultimately died for it. Since then, he has wandered the forest in hopes of one day finding someone who would share a similar passion for the musical arts. While possessed by Michinaga, the host is compelled to speak in rhyme and if possible in song. (Bonus if a player is possessed and they actually attempt to speak in song) The host gets a +1 bonus in perform oratory/sing/dance. Also treat relationship scores as one point higher for the sake of friendship due to Michinaga's charismatic nature.
Boon or Bane: If the host spends an entire day in song and dance, Michinaga's spirit will depart in joy. The host will be exhausted the following day and unable to speak for 1d3 days due to the taxing nature of such an exercise. However, they recieve a +1 to charisma and gains skill focus(choose one): perform song/dance/oratory.
Bane: If the host willingly destroys sheets of music or an instrument(this does not count if the host is under some form of mental domination), Michinaga departs in a flamboyant rage, causing the host to lose 1 point of charisma permanently.
Dissmissal: If expelled, the host must make a DC 17 will save, however there is no ill effect from Michinaga departing other than from then on hearing any music will cause the host to feel a slight twinge of sadness.
The Unicorn (chaotic good, Charisma)
Jun, The Curious followed by CR
XP: 4800
CG Gnome Female Spirit
Notice: DC 25 -The colours in the are seem to become more vivid and bright. When materialized, the spirit of a small women with vividely purple hair manifests
hp: 36
Will Save; 17
Ongoing effect: When possessed by Jun, the host is best with the inquiring an incessant question over anything and everything as the voice chatters on over everything the host encounters. (What is that? What does it do? Can you do this with it?)
Boon or Bane: After a week of enduring the endless wave of questions, Jun will depart from the host willingly. If the host spent a good portion of their time answering her questions, she will bless them with the ability to ask a question themselves whos answer only they will hear. (This acts as the commune spell, though while the answer is through Jun's voice, the force behind the answer is left to the GM to decide) This does not require the components or the casting time and can be done as a free action. If the host simply ignored Jun the entire week, she departs but only offers the equivalent of an augery and any information presented is only to the best of Jun's own knowledge and opinion. Bane: If the host at any point in the week yells at Jun or commands her to shut up, they hear a sad whimper in their head and nothing more. There is no negative effect.
Dissmissal: If forcefully ejected, there is no negative effect for casting out Jun.
The Marriage (lawful neutral, Charisma)
Riku, The Seamstress CR 8
XP 4800
LN Human Female Spirit
Notice DC: 25 - the nearby leaves seem to momentarily take on a fabric-like appearance
HP: 36
Will Save: 17
Ongoing Efefct: Riku was on her way to her daughter's wedding when she died in the forest before she could give her daughter her blessing and gift. Upon inhabiting a host, they are beset with Riku's concern and desire to know of her daughter's fate (The player instnatnly knows that the daughter is named: Hoshi Oyama and what village she was located in). While under the effect of Riku, treat the players relationship score as 1 point higher for the purpose of friendship. However if the host is interracting with an individual (ANY individual barring someone already married.) that the host finds attractive, they are beset with the insistent nagging of a motherly voice goading them on to pursue a relationship and settle down with. If the host is already married, there is no effect outside of a desire to see the status of one's daughter.
Boon/Bane: If the player goes to the village and finds Hoshi (She will have settled on a farm just outside the village and has two children and is doing well and will be glad to hear of her mother's fate and will offer shelter to the caravan for the night) to let them know of her mother's fate, Riku's spirit is put at ease and the host gets a +1 Charisma modifer as Riku's various advice about social interractions lingers with them. Bane: As a neutral spirit, Riku has no negative method of ejection and she will remain with the player as long as possible until boon conditions are met or dismissed.
Dismissal: If forecefully ejected, the host must make a DC 15 will save or the spirit of Riku's voice lingers on causing a -1 penalty on all charisma based skill check.
[The Twin (neutral, Charisma)
Hisa, The Copycat CR 8
XP: 4800
CN Human Female Spirit
Notice: DC 25. Those who make the DC hear a soft laugh in the sound of their own voice. When manifesting, Hisa will appear to look like a spectral version of the first target. If they resist possession, Hisa will then shift into the form of their next target.
hp: 36
Will Save; DC 17
Ongoing effect: Hisa was a master of disguise to the point they lost all sense of their own identity. When Hisha possesses their host, the host's spirit is temporarily displaced inside their body and Hisha comes into full possession of the body. During this time, all other spirits possessing Hisha will be temporarily silenced (as well as any effects in place) and any that have specific time requirements will be put on hold. The host automatically knows that Hisha has no ill intents and means no harm but simply wants to experience "being them" for one day. However as Hisha does not have access to the host's memories, she will constantly ask the host what the host does as part of their day and will require the host to tell her who is who and how to even the most simple of things. Hisha will gladly accept possessing another if they volunteer to do so in the host's stead. Hisha will offer this as an alternative if the host seems hesitant to let her continue control.
Boon or Bane: If the host allows Hisha to be them for the day, Hisha will at the end remember who she is and re-manifest, thanking them profusely. The host gains +2 to their disguise check and it is now considered an in-class skill. If the host denies Hisha, they must make an opposed charisma check (Hisha herself has no bonus for this check) and if they win, Hisha is ejected and vanishes. If Hisha wins this check, she continues to have full control over the hosts body and now has access to the hosts memories for the remainder of the day. While she still has no malicious intents (so she wont try killing anyone or hurting the host), she will attempt to cause the host some trouble by revealing secrets, attempting to stir up trouble by picking some rivalries or romances with other members of the caravan, or just destroy something valuable that belongs to the host. At the end of the day she will dissapate.
Dissmissal: Due to the nature of this posession, if Hisha is forcefully ejected while she is in full control of her host, the host must make a DC 17 will save otherwise Hisha's essence lingers on and their alignment switches to CN.(This can be removed via atonement or via remove curse)
The Courtesan (chaotic neutral, Charisma)
Satoko, the Geisha CR 8
XP: 4800
CN Human Female Spirit (However, she will target the most beautiful individual or whoever has the highest Charisma(GMs Choice))
Notice: DC 25 -the faint smell of tea fills the air. When she materializes, the form of a beautiful geisha appears dressed in ceremonial robes. She approaches the possible host in a non-hostile manor with arms outstretched.
hp: 36
Will Save; CR + 9
Ongoing effect: Satoko was a vain but beautiful geisha who dreamed of one day performing an elaborate tea ceremony for nobility. She died before she was able to ever fulfil her dream and so in death she wanders the forest unfulfilled.. While under the effect of Satoko, the host now feels compelled to wear lavish and expensive clothing and jewelry in Tien fashion worth at least 150 GP otherwise they suffer a -2 to initiative as they seem to be unable to focus.
Boon or Bane: If the host begins an elaborate 10 minute tea ceremony (requiring at least 1000 GP of materials and items and for all attending to be wearing clothes/jewelry of at least 75 GP) while wearing 150GP of clothes and jewelry themselves, Satoko's spirit possesses the host and performs the ceremony perfectly. Once the ceremony ends, Satoko departs, gifting the host the knowledge of how to perform this tea ceremony. Once a day the character may perform a tea ceremony similar to that of a level 8 geisha bardic archtype. This ceremony can affect the caster and up to 4 members participating. Bane: If the character while wearing fancy clothes willingly rolls around in filth(ruining the outfits), Satoko shrieks in horror and departs with the claims that the host is uncultured and does not belong in her culture, causing the player to lose the ability to speak and understand Tien until they relearn it. If the host does not know Tien, there is no effect (if anything it only enforces Satoko's belief that the host was uncultured).
Dissmissal: If forcefully ejected, the host must make a DC 17 will save otherwise they will gain an obsession with collecting one type of art item (character's choice). While not requiring any saves, the host will from then on find it hard to resist not gathering up and collecting such items when they come across them.
[The Tyrant (lawful evil, Charisma)
Nobuhito, The Bloody Chain, CR 8
XP: 4800
LE, Human Male Spirit
Notice: DC 25 -The sound of chains gently scraping across the ground. When he manifests, he is a well-dressed man in a Tien style outfit (However a DC 16 religion check will indicate the patterns in his robe are in fact stylized shurikans and a holy symbol of Yaezhing, the Tien diety of murder, death, and harsh punishment) as he moves over to the first target with a face devoid of emotion.
hp: 36
Will Save; DC 17
Ongoing effect: Nobuhito was a cruel man who made his living extracting information by any means necessary. Often hired by criminals and cruel warlords alike, he went about setting up a secret temple where he conducted numerous tortures and sacrifices. However the temple was discovered and he fled Mingkai in the hopes of re-establishing himself elsewhere. However he never made it out of the forest of spirits and now wanders the forest in an emotionless rage. Upon posession, the host discovers enjoyment from the suffering of others, causing them to want to attack in combat in such a way so as to cause the most pain and anguish to their foes. If weilding a slashing or piercing weapon, each attack now does 1d4 points of bleed damage. If the host is a spellcaster and has access to level 3 spells, they may add the spell Pain Strike to their list regardless of class restrictions and may cast it at their caster level. Also Nobuhito's spirit will insist upon torturing ones foes for information given the chance, using such lines as "It is for the greater good. They very likely have information that can keep your loved ones safe."
Boon or Bane: To be rid of Nobuhito, the host must resist giving into the temptation of pain. For three consequitive combats, the host must refrain from using lethal damage on any living foe, instead using nonlethal methods to take down one's opponents. The only exception would be from a coup de grace in the attempt to end their opponents life in one swift and painless strike. However if the opponent fails to die from the strike, the combat does not count. Please note, the combat also does not count if there are no living opponents (so a combat against undead or a golem would not count as a point. However it will not cause the countdown to reset either.) or sparring sessions with ones allies. However, after the third fight, the spirit of Nobuhito bursts free from the host, composure lost as his face distorts in rage before vanishing. From then onward, the host can now deal nonlethal damage without taking a -4 penalty and if a spellcaster they gain the merciful metamagic feat.
Bane: If the host willingly succumbs to Nobuhito's temptation of torture, a sense of satisfaction washes over the host as he departs. As he leaves, he imprints a part of his spirit onto his host, leaving behind the ongoing effects but also changing the hosts alignment to LE. (which can be reverted with atonement or remove curse. However doing so removes the ongoing effects as well.)
Dissmissal: Upon forceful ejection, the host must make a DC 17 will save otherwise are hit with a boneshatter spell (CL 8, no save) as Nobuhito is ripped forcefully from the host's body.
The Betrayal (neutral evil, Charisma)
Nozomi, The Keeper of the Pact CR 8
XP: 4800
NE Human Female Spirit
Notice: DC 25 - The spirit of a sobbing young girl appears as petals seem to swirl around her. She looks up at the group and her face seems to light up in delight as she rushes towards them. (Note: Nozomi cannot possess anyone who is being possessed by Tenshin or Asami though she may designated that individual as Namboku)
hp: 36
Will Save; 17
Ongoing effect: Nozomi was madly in love with a young man by the name Namboku Kan and despite their families protests they made a pact to die together by throwing themselves off a cliff so that they would be together in spirit. However, when the time came Namboku had second thoughts and tried to convince Nozomi to alter their plans. In rage, she pushed him off the cliff and then proceeded to jump to her death. She now wanders the forest in search of Nozomi who she feels must not have died since his spirit was not there waiting for her. Upon possession, the DM rolls random and selects one character (PC or NPC) of the opposite gender to the host. The host is then convinced that that individual must have the spirit of Namboku in them and has a desire to go forth with their pact. While in effect of Nozomi, the player gains spell resistence 9 + character level.
Boon or Bane: To remove Nozomi, the host must willingly break the cycle of the pact by jumping off a cliff (at least 20 feet) by themself. Doing so causes Nozomi's soul to be broken from the pact and while the player loses the spell resistence, anytime they gain a +2 resistance to enchantment spells. Bane: After Nozomi has been with the host for more than three days, each morning the host must make a will save (DC 15, but each consequitive day the host succeeds the DC goes up by 1). Upon failing, the host is possessed for 1d4 hours and then tries to force whoever has been designated as Namoku to the closest cliff in which they will pull themselves and the other over. Upon doing so the spirit of Nozomi will then depart to seek out another victim. (If re-encountered, she will not target anyone she has formally chosen or anyone who has previously been designated as Namboku)
Dissmissal: If forecefully ejected, the host must make a DC 17 will save or Nozomi's spirit becomes enraged and the host suffers from the effects of the spell Terrible Remorse for 1d10 rounds.
The Liar (chaotic evil, Charisma)
Utamara, the Deciever CR 8
XP: 4800
CE Halfling Male Spirit
Notice: DC 25 -the clinking of coins. The spirit manifests as a shrewd looking halfing with Tien coins stitched over his eyes.
hp: 36
Will Save; 17
Ongoing effect: The host feels an aura of greed coming from this spirit, causing them to want to amass great wealth and finding it hard to part with any of their possessions. This halfling spent his entire life backstabbing friends and foes alike to amass a small treasure. As the host is possessed, they also instantly know the location and contents of this halflings treasure (80 platinum, 385 gold, 2,767 silver, a jade hairpin worth 350GP, 2 ivory and gold drinking cups, three outfits worth 200 GP each, a decorative dagger worth 500 GP, Eyes of the Owl, gloves of larceny, and a robe of stars).
Boon or Bane: The host must resist the desire to collect the treasure and refuse it. Upon doing so, the spirit screeches in rage and departs. The location of the treasure is wiped from the hosts mind, however they now gain a +2 to appraise. Bane: If the host does seek out the treasure, it is a two day journey to this location. Upon reaching the location they discover a cave. However, inside the cave the bodies of dozens of individuals (previous victims who led to this location). Upon the revelation of this discovery, the spirit materializes before exploding in a burst of negative energy, dealing everyone within 50 feet of him 8d10 negative energy damage. The only treasure found here is the treasure of Utamara's previous victims (38 gold, 27 silver, some simple tools and weapons and a bone and bronze hairpin worth 10 GP)
Dissmissal: Due to the nature of Utamaru's effects, Dismissal likely will not be an issue. However if one does, the host must make a DC 17 will save otherwise a single random item in their inventory (worth no more than 500 GP) will be stolen.