The ancesral blade functions a bit differently than the other blades. The blade itself is nothing more than a housing for the ancestral spirit. The spirit that is confined to the blade only has a fraction of its power, though it gains in power as the samurai advances through his class. The spirit is created by the samurai at level 5. The rules for doing this are as follows.
Manifesting a spirit requires a full round action or a free action as part of an Iaijutsu maneuver. The spirit acts on your turn under your direction. A spirit can remain outside the sword indefinitely but can only heal inside the sword. If a samurais sword is broken the spirit unmanifests automatically.
A spirit, regardless of its shape, cannot use items of any kind. Spirits, though solid, cannot coexist long with physical objects or people. Though they have an anatomy, life energy, and even blood, they exist just outside of the normal realm. A spirit cannot carry, equip or move physical objects, though a spirit can interact with them enough to do damage. A spirit cannot move through physical objects however, as there forms are repelled before they can fully move through the obstacle. Note, some spirits may appear as humans etc, though they may appear to have items and gear, this is simply a part of the spirits total image and has no actual benefit or effect.
A spirit is considered to have HD equal to the samurai, though this is only for effects based on HD, and does not reflect on hp, feats, abilities etc in any way.
A spirit is medium sized. The shape and look of a spirit is up to the design of the swords bearer.
A spirit has 30hp(This is not modified by con etc, as it does not truelly have HD) A spirits AC is 10.
If a spirit reaches 0 hp it is destroyed. Destroyed spirits remanifest at the dawn of the following day at the behest of the samurai. Spirits heal 10hp an hour when within there sword. Drawing a spirit out requires a full round action, or a free action as part of an Iaijutsu maneuver.
A spirits base movement mode is 30 land speed only.
A spirits base attributes are STR 10 / CON 10 / DX 10 / WIS 10 / INT 10 / CHA 10
A spirits base saves are equal to the samurai's base saves.
A spirit gains 3 points of natural armor per tier. These points stack with the NA upgrade.
A spirits base attack bonus is equal to the samurais base attack bonus.
A spirits only language is the common language. Spirits cannot learn other languages.
A spirit has one base natural attack. This attack can be either a slam or a bite. The base damage on this attack is 2d6 points of damage + str and a half. DR does not apply to this damage.
At level 5 The samurai picks three abilities from the following list. These abilities are applied to the spirits base form and cannot be changed, a choice can only be selected one time. All spirits get the following change when they achieve 5th level - Increase one attribute to 16. Increase one attribute to 14. Increase one attribute to 12
1 - Add 10 hp to the spirits maximum hp
2 - Choose 6 skills. Your spirit can use those skills. Your spirit has ranks equivelant to its HD.
3 - The spirit has a base flight speed of 20 with an average maneuvarability. OR the spirit gains a swim speed equal to its ground speed. OR the spirit gains a climb speed of 20.
4 - The spirit has 6 points of natural armor.
5 - The spirit has resistance 20 to two energy types of your choice.
6 - The spirit has DR/5 magic
7 - The spirits bite or slam attack does d6 points of energy damage (fire/ltng/cold/acid) - The spirit gains energy resistance 10 to this energy type.
8 - Add 10' to all movement modes of the spirit.
9 - The spirit has a 2 point deflection bonus to his AC
10 - Your spirit has the great charge ability. If it charges it does 4d6 plus str and a half on the hit.
At level 10 the samurai picks three abilities from the following list. These abilities are applied to the spirits base form and cannot be changed. All spirits get the following increase automatically upon attaining 10th level. Increase one attribute to an 18. Increase one attribute to a 16. The spirits base hp total is 60. The spirits size becomes large (do not adjust attributes. Adjust attack bonus and ac as per normal)
1 - Add 20 hp to the spirits maximum hp
2 - The spirit has fast healing 2
3 - The spirit has an extra attack at its highest base attack during a full round attack. This attack can be a bite, slam, or other applicable attack. This attack does D6 points of damage plus str. modifier.
4 - The spirit has 10 points of natural armor. Replace existing natural armor rating.
5 - The spirt has a 6 point deflection bonus. Replace existing deflection bonus.
6 - The spirit has DR/ 5 -
7 - The spirit gains improved grab - You can choose to constrict a creature of your size or smaller. Constrict damage is equivelant to primary attack damage.
8 - The spirit gains rend - it must have multiple attacks. If the spirit hits with 2 or more attacks in a round it automatically deals 2d6 + str mod dmg.
9 - The spirit gains reach with all of its attacks.
10 - The spirits attack is poisonous. fort 10+half HD+con modifier. Poison dmg is d6 str primary and secondary.
At level 15 the samurai picks three abilities from the following list. These abilities are applied to the spirits base form and cannot be changed. All spirits get the following increase automatically upon attaining 15th level. Increase one attribute to 20. The spirits base hp total becomes 80.
1 - Blindsight out to 60'
2 - Breath weapon 60' cone or 120' line. standard action. Damage is 15d6 of an energy type (fire/ltng/ice/acid) Rflx for half and the save DC is 10 + half HD + con modifier. Once a breath weapon is used it takes d4 rounds to refresh. Spirit is immune to energy type.
3 - Energy beam range 100'. Standard action. Touch attack. Damage is 8d6 of an energy type. (Fire/ltng/ice/acid) Spirit is immune to energy type.
4 - The spirit has an extra attack at its highest base attack during a full round attack. This attack can be a bite, slam, or other applicable attack. This attack does D6 points of damage plus str. modifier.
5 - The spirit has 15 points of natural armor. Replace existing natural armor.
6 - Ths spirit has SR equal to its HD + 10
7 - The spirit has natural invisibility
8 - The spirit has the pounce special ability.
9 - The spirit has a special attack. This can be a ranged touch attack from a ray, eyebeam, or similar projectile (This does 2D6 dmg and requires a stndrd action and has a range of 120'), or be delivered as part of the primary attack. The attack causes the Blind, Daze or Nauseated state for one round. Or the shaken or sickened state for 1 minute. There is no save on the Shaken or Sicken effect. The blind and nauseated can be negated with a fort save, the daze is a will save. DC's are 10+ half hd + samurai level+ con for blind and nausea, charisma for daze. Nausea and sickness are considered poison. Shaken is considered fear. Daze is considered mind effecting. Once the attack is created, it cannot be changed.
10 - The spirit has FH 10. If dropped to 0 hp it remanifests in 1 hour.
At level 20 the samurai picks three abilities from the following list. These abilities are applied to the spirits base form and cannot be changed. All spirits get the following increase automatically upon attaining 20th level. Increase one attribute to 22. Increase one attribute to 20. The spirits base hp total becomes 100.
1 - The spirit has 20 points of natural armor. This replaces any existing natural armor.
2 - The spirit is immune to all energy types
3 - So long as the samurai is not dead or dying, the spirits hp total cannot fall below 1. The spirit must be within 100' of the samurai for this ability to function.
4 - The spirit has a Gaze attack out to 30'. The gaze does not effect the samurai. The gaze can be petrification, fear, or confusion. The save DC is 10 + half the samurais level + con mod for the petrification and charisma mod for fear or confusion. The petrification is a fort save. The confusion is a mind affecting ability effect that lasts 10 rounds and is a will save. The fear is a fear effect that lasts d4 rounds and leaves the target shaken for 1 hour afterwards and is a will save. The spirit can deactivate the gaze on its turn as a free action. The gaze is deactivated for one round.
5 - The spirit can explode in a 50' radius burst. The explosion does an energy damage of your choice. The spirit is immune to the energy type. The explosion does damage equal to the spirits maximum hp. A rflx save halves the damage. The reflex save is 10 + half lvl + con mod. The spirit explodes automatically at 0 hp. A spirit can also explode as a standard action. A spirit that explodes is destroyed and cannot manifest until the next sunrise. (or sooner if the samurai chose an option that allows for faster manifestation.)
6 - The spirits primary attack causes 2 negative levels. A spirits attacks can only ever cause 2 negative levels in a turn regardless of how many attacks it gets from haste, opp attacks etc. The negative levels dissipate after 2 hours.
7 - The spirit can cast spells as a 6th level sorcerer. The spirits actual caster level is equal to its HD. once the spells are chosen they cannot be changed. The spells are chosen by the samurai. All rules for casting sorcerer spells apply to the spirit (DC's, charisma needed to cast, bonus spells etc)
8 - The spirit is Incorporeal when it comes to avoiding attacks. The spirit can attack incorporeal or ethereal creatures normally.
9 - Once per combat the spirit can take another round of actions immiediately after his attack. This counts as the same round for the spirit and applicable effects.
10 - The spirit has a fear aura. Whenever it attacks a creature with an intelligence of 4 or higher the creature must roll a will save or be stunned for d4 rounds. The will save is charisma based. Once a creature is subject to the fear aura (save or not) it is not subject again for 24 hours. This is a fear effect.
Monday, July 23, 2012
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