Custom Medium spirit for Fiend Keeper archetype


Homebrew and House Rules


I was inspired by the Nexian Channeler archetype, and really like the Fiend Keeper archetype, so I decided to create a unique spirit that would go well with that archetype. I also wanted to make it very thematically engaging with lots of story opportunities as well. I tried to make it as a very high risk high reward style of play, in keeping with the theme of having a fiend spirit. Would love to get some feedback on it.

Spirit of Nahash (CE Unique Xacarba CR24):
One of the oldest Xacarba, second only to Abraxas himself, Nahash is a nascent demon lord who was cursed to “crawl through the dust” by some unknown deity for tempting its creations to gain forbidden knowledge by eating from the Tree of the Knowledge of Good and Evil.

Special: For use with the Fiend Keeper archetype only. This spirit is the only spirit you can channel until you break the curse (requires either direct intervention of a major deity or for Nahash’s alignment to change to any Good), or you destroy Nahash (only combatable via Psychic Duel or by physically traveling to your shared dreamscape)

Spirit Bonus: When you channel Nahash, your spirit bonus applies on attack rolls, damage rolls, spell save DC, and checks to penetrate spell resistance

Seance Boon: You gain a +2 bonus on all saving throws against spells and spell like abilities.

Influence Penalty: Each round you’re in an Atavistic Rage, you must succeed at a Will save (DC 10 + ½ your Medium level + your Spirit Bonus) or are affected as if by Confusion as Nahash attempts to take control. This check can be negated by accepting a second taboo (or two taboos if you have not already accepted one for the day).

Taboos: Choose one of the following: you must not ignore an opportunity to destroy something (or someone) precious to those who actively oppose your plans or goals; you must not pass up the opportunity to learn forbidden lore or magic (a nontrivial piece of information or spell with a Knowledge or Spellcraft check of DC 20 or higher) when that opportunity is directly present; you must take every opportunity to influence a magic user to achieve more power at any cost, preferably by giving knowledge of forbidden magic or lore.

Atavistic Rage (Lesser, Su): Can rage as Barbarian class feature for a number of rounds per day equal to your character level + Constitution modifier. You can attempt to end your Atavistic Rage as a free action, but must succeed at a Will save with a DC equal to 10 + ½ your Medium level + your Spirit Bonus. If you fail, you gain 1 point of influence, your Atavistic Rage continues, and you can’t attempt to end it again for 1 round. You do not have to make a save if you run out of rounds of rage.

Expanded Esoterica (Intermediate, Su): Instead of your normal spells per day for your medium level, you use the spells per day from Table 1–4: Mesmerist. For each level of spell you can now cast (including level 0), each time you channel Nahash’s spirit, select a single spell of that level from the Psychic spell list to add to your medium spell list and spells known until you lose contact with Nahash.

Improved Atavistic Rage (Greater, Su): You gain the ability to cast spells even while in an Atavistic Rage. You can also cast these spells defensively and can make concentration checks for these spells while in an Atavistic Rage. While in an Atavistic Rage, you can cast and concentrate on only your Medium spells or spells gained from Improved Esoterica; spells from other classes cannot be cast during this state. In addition, while in an Atavistic Rage you increase the DCs of your spells by 1 and become immune to fear effects. Whenever you cast a spell that deals damage while in an Atavistic Rage, you can cause one creature that took damage from the spell to also take 1d6 points of bleed damage.

Legendary Esoterica (Supreme, Su): You can cast any spell of any level from the Psychic spell list without expending a spell slot. When you do so, the caster level and DC of the spell increase by 1, and you can’t apply metamagic to the spell. Each use per day after the first gives you 1 point of influence.


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