Spirit Animal Powers - For Archetype or New Class


Homebrew and House Rules


Hey everyone, this started as a potential archetype for ranger but I am starting to think I could make a whole class based off of this. Anyway, I would love to know what you guys think about its power potential, its balance, and would especially like some more ideas for more spirits.

P.S. if anyone has played the GW2 Ranger, it's greatsword attacks are what inspired this build.

Channel Primal Spirits – The spirit warrior can channel animal spirits to aid him. At 2nd level, the spirit warrior chooses one spirit animal. Every 2 levels after he adds an additional known spirit animal that can be channeled (2 known at 4th level, 3 known at 6th level, etc). Each spirit grants different abilities, and can be channeled as a standard action (unless otherwise stated) a number of times per day equal to 3 + his Wisdom modifier. The ranger can stop channeling any spirit as a swift action.
Replaces favored enemy and combat style feats

Animal Spirits:
Bear Spirit: When channeled, the bear spirit aids in a powerful strike. The spirit warrior makes a single attack with a melee weapon that can hit all threatened enemies. An attack roll must be made for each enemy. Add a +2 bonus to attack and damage rolls. Add +4 instead if the spirit warrior is 7th level or +6 if the spirit warrior is 15th. If the strike hits, the target must make a Fort Save (DC is 10 + ½ ranger level + Str mod) or be pinned for 1 round (1d2 rounds at 7th, 1d3 rounds at 15th).

Jaguar Spirit: When channeled, the jaguar spirit aids in stealth. The ranger can make Stealth attempts without cover or concealment, and receives a +5 bonus to Stealth checks. If the ranger stops channeling the jaguar spirit while in stealth, he may remain in stealth but loses the +5 bonus to his previous roll (i.e. if he was stealth with a 27 roll and then stops channeling, a roll of 22 will be used in subsequent checks). Additionally, the ranger adds 1d4 bleed damage (+1d4 for every 5 levels the ranger possesses) to successful attacks, automatically confirms a threatened critical, and gains the rouge’s Sneak Attack. Each round channeled counts as one daily use.

Wolf Spirit: When channeled, the wolf spirit aids in combat. The ranger gains a primary bite attack when making a single attack, or on the first attack of his round. The bite attack’s damage is 1d6 (+1d6 for every 4 levels the ranger has) plus trip. Additionally, as a swift action, the ranger may howl in a 30 foot range around him. The ranger gives all allies that can hear him an inspiration die (1d8) and can make an Intimidate check with a +10 bonus against all enemies that can hear him. Each round channeled counts as one daily use.

Hawk Spirit: When channeled, the hawk spirit aids in sight. The ranger gets a +5 insight bonus to Perception. Additionally, the ranger gains the Precision (Ex) ability. Each round channeled counts as one daily use.

Serpent Spirit: When channeled, the serpent spirit aids in a variety of deadly maneuvers. All of the following apply while the serpent spirit is channeled. Each round channeled counts as one daily use.
• Serpent’s Strike – As part of a full-round attack, the ranger can move to any square threatening his chosen target in a range equal to half his movement speed. This movement provokes no attacks of opportunity and can be done before or between attacks, but not after. The attack immediately following the movement gets a bonus to hit equal to the ranger’s Dexterity modifier.
• Serpent’s Fang: If the ranger makes any successful attacks, the targets must make a Fort Save (DC is 10 + ½ the ranger’s level + Dex mod) or suffer 1d2 points of Con damage.
• Serpent’s Reflexes: Until the ranger’s next turn he gains a +5 bonus to Acrobatics checks and a +2 bonus to Reflex Saves.

Turtle Spirit: When channeled, the turtle spirit aids in defense. The ranger gains a +2 bonus to CMD and +2 natural armor, doubles his weight, and loses half of his movement speed. If an attack is made at the ranger’s back or if the ranger is in Total Defense, treat the bonus natural armor as double (+4). The bonus to CMD and natural armor increase to +4 at 7th and +6 at 15th. Each round channeled counts as one daily use.

Sea Lion Spirit: When channeled, the sea lion spirit aids in swimming. The ranger gains the ability to breath underwater, and can survive comfortably in temperatures below freezing. Additionally, his base land speed becomes 15 feet and he gains a base swim speed of 60 feet. One daily use channels the sea lion spirit for an hour. The ranger can stop channeling as a swift action.

Cheetah Spirit: When channeled, the cheetah spirit aids in sprinting. The ranger gains +10 bonus movement speed and can run twice as long before becoming fatigued. This bonus is increased to +20 at 7th level and +30 at 15th level. One daily use channels the cheetah spirit for 1 round or for 1 hour outside of combat.

Salamander Spirit: When channeled, the salamander spirit aids in recovery. The ranger can naturally recover an amount of hit points. This amount is equal to his hit die rolled 1 + his Con modifier times (i.e. if his Con modifier is 1, he can roll 2 of his hit die (d10 for rangers) and heal that amount). This does not restore hit points lost from starvation, thirst, or suffocation. The ranger gains a +10 insight bonus to Heal checks. Additionally, the spirit warrior may attempt to Regenerate as the spell, but without the additional healing, as DC 20 Heal check. He may continue to grow the body part back for the 2d10 rounds if necessary, but must expend the rest of his daily uses of the salamander spirit. Otherwise, each round channeled counts as one daily use.

Eagle Spirit: When channeled, the eagle spirit aids in an incredible leap. The ranger can choose to leap in one direction, carried by the eagle spirit. This function as the Acrobatics skill long jump, but requires no running start and does not provoke attacks of opportunity. The spirit warrior gets a +5 bonus to this roll (increased to +10 at 7th and +15 ay 15th). Additionally, the ranger can choose to make this jump towards a specific target. This is considered a charge, but the path can be obstructed and the distance is based on the long jump roll. If obstacles are between the ranger and the target, a sufficient long jump roll (distance and height) must be made or the ranger will hit the obstacle, taking appropriate repercussions. This can only be done if jumping the obstacles would even be possible (i.e. the ranger cannot jump through walls or ceilings unless the GM allows it with other checks, such as strength to break the obstacle).

Rhinoceros Spirit: When channeled, the rhinoceros spirit aids in a charge. On one of the ranger’s attacks, he can make either an overrun or bull rush attempt as if he had Improved Overrun or Improved Bull Rush. He can make this attempt whether the attack hits or not.
Instead, the ranger may charge a target, attempting either an overrun or bull rush attempt as if he had Improved Overrun or Improved Bull Rush, but with a +4 bonus instead of a +2. Each round channeled counts as one daily use.

Porcupine Spirit: When channeled, the porcupine spirit aids in retribution. When the ranger attacks, he dislodges 1d2 (1d4 at 7th level, 1d6 at 15th level) spirit quills that automatically break off and lodge in the opponent’s flesh. A lodged quill imposes a –1 circumstance penalty to attacks, saves, and checks. Each round thereafter, the quill moves deeper into the opponent’s flesh, dealing 1d4 (2d4 at 7th level, 2d6 at 15th level) additional points of damage. Removing the quills takes 1 full round and deals 1d2 (1d4 at 7th level, 1d6 at 15th level) additional points of damage. Additionally, an unarmed or melee touch attack, or a touch spell made against the ranger causes 1d2 quills to break off and lodge in the attacker. A creature that grapples the ranger takes 2d8 (4d8 at 7th level, 6d8 at 15th level) points of piercing damage each round it does so. Spirit quills remain in the target even after the ranger stops channeling. Each round channeled counts as one daily use.

This ones a little weird.. probably going to cut that but oh well.

Thoughts? New animal ideas? Thanks for reading!


No thoughts?

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