Soul Weaver
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Ultimate Spheres of Power
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Soul weavers focus on controlling the powers of life and death. While they tend to make townsfolk a bit nervous - especially if the shambling horde of undead follows them into town - those who face great danger tend to appreciate having such a powerful ally at their side.

Role: Soul Weavers are usually either masters of healing or masters of many small minions, though sometimes they can be masters of both at once.

Alignment: Any

Hit Die: d6

Starting Wealth: 3d6 x 10 gp (average 105 gp). In addition, each character begins play with an outfit worth 10 gp or less.

Class Skills: The soul weaver’s class skills are Craft (Int), Diplomacy (Cha), Fly (Dex), Heal (Wis), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (history) (Int), Knowledge (planes) (Int), Knowledge (religion) (Int), Linguistics (Int), Perform (Cha), Profession (Wis), Sense Motive (Wis), and Spellcraft (Int).

Skill Ranks Per Level: 4 + Int modifier.

Class Features

Table: The Soul Weaver
Level Base Attack Bonus Fort Save Ref Save Will Save Special Caster Level Magic Talents
1st +0 +0 +0 +2 Bound nexus, casting, channel energy 1d6, master of life and death, nexus powers, spell pool +1 1 (+2)
2nd +1 +0 +0 +3 Blessing/blight +2 2
3rd +1 +1 +1 +3 Channel energy 2d6 +3 3
4th +2 +1 +1 +4 Nexus powers +4 4
5th +2 +1 +1 +4 Channel energy 3d6 +5 5
6th +3 +2 +2 +5 Blessing/blight +6 6
7th +3 +2 +2 +5 Channel energy 4d6 +7 7
8th +4 +2 +2 +6 Nexus powers +8 8
9th +4 +3 +3 +6 Channel energy 5d6 +9 9
10th +5 +3 +3 +7 Blessing/blight +10 10
11th +5 +3 +3 +7 Channel energy 6d6 +11 11
12th +6/+1 +4 +4 +8 Nexus powers +12 12
13th +6/+1 +4 +4 +8 Channel energy 7d6 +13 13
14th +7/+2 +4 +4 +9 Blessing/blight +14 14
15th +7/+2 +5 +5 +9 Channel energy 8d6 +15 15
16th +8/+3 +5 +5 +10 Nexus powers +16 16
17th +8/+3 +5 +5 +10 Channel energy 9d6 +17 17
18th +9/+4 +6 +6 +11 Blessing/blight +18 18
19th +9/+4 +6 +6 +11 Channel energy 10d6 +19 19
20th +10/+5 +6 +6 +12 Gravewalker, nexus powers +20 20
Soul%20Weaver.png

Weapon and Armor Proficiency

A soul weaver is proficient with all simple weapons.

Casting

A soul weaver may combine spheres and talents to create magical effects. A soul weaver is considered a High-Caster. (Note: All casters gain 2 bonus talents and a casting tradition the first time they gain the casting class feature.)

Spell Pool

A soul weaver gains a small reservoir of energy she can call on to create truly wondrous effects, called a spell pool. This pool contains a number of spell points equal to her class level + her casting ability modifier (minimum 1). This pool replenishes once per day after roughly 8 hours of rest.

Magic Talents

A soul weaver gains a magic talent every level, according to Table: The Soul Weaver.

Channel Energy (Su)

A soul weaver may summon waves of spiritual energy that affect nearby creatures. This is identical to the cleric class feature. She may use this ability a number of times per day equal to 3 + her Charisma modifier (minimum 1). She must choose at 1st level whether to channel positive or negative energy, after which this decision may not be changed. A soul weaver’s choice to channel positive or negative energy is not connected to their alignment, and any soul weaver may channel either energy.

Master of Life and Death

The soul weaver gains either the Life sphere (if they choose to channel positive energy) or the Death sphere (if they choose to channel negative energy) as a bonus sphere at 1st level.

Bound Nexus (Su)

A soul weaver’s greatest strength is the souls she collects. A soul weaver possesses a number of souls equal to 3 + her casting ability modifier (minimum 1). These souls replenish whenever the soul weaver rests to regain spell points. These souls may be turned visible or invisible as a free action (if visible, they appear as wisps of energy that glow dimly).

Souls either orbit the soul weaver (moving as she does at the same speed), or may be directed to move independently as a free action that may be taken once per soul per round. Souls behave as creatures with a fly speed of 40 feet that may only take actions to move and always succeed at Fly checks. These souls are only projected into the same plane as the soul weaver, and as such are considered ethereal and are also immune to damage of any kind. A soul must remain within medium range of the soul weaver, or disappear back to the nether.

A soul weaver gains a number of abilities, each of which uses up a soul’s energy, returning it to the nether until the soul weaver rests to regain spell points. Nexus powers require a standard action, and if a saving throw is required the DC is equal to 10 + 1/2 soul weaver level + casting ability modifier. To use an ability, the target must be adjacent to the soul weaver (if the spirit is orbiting her), or else the soul weaver must first direct the soul to move into the target’s square.

The soul weaver gains the following bound nexus abilities:

Aid the Dead

The soul weaver may expend a soul to bolster an undead creature, granting it a +1 profane bonus to attack rolls, saving throws, and channel resistance, which increases by 1 for every 5 levels the soul weaver possesses. The creature also gains 1 temporary hit point per level. These bonuses last 1 hour.

Lovelorn Soul

The soul weaver may expend a soul to aid an ally who is at negative hit points, but not dead. The ally becomes stable and gains temporary hit points equal to twice the soul weaver’s class level + her casting ability modifier for 1 minute.

Siphon Health

The soul weaver may expend a soul to siphon health from a living creature. The target suffers 1d6 damage per 2 levels (minimum 1d6, Fortitude half), and the soul weaver gains temporary hit points that last one hour equal to the damage dealt. A creature cannot be damaged beyond what would kill them.

Curious Spirit

At 4th level, the soul weaver may expend one soul to commune with the spirit world, allowing her to speak with and question the ancestral dead. This allows her to attempt a single Knowledge check, even if untrained, and with an insight bonus equal to her soul weaver level + her casting ability modifier. This may be used to reroll a Knowledge check the soul weaver had previously failed, but no more than once per question. If the soul weaver is touching a body that has been dead for no longer than 1 day per level, she may summon and speak with that body’s spirit for up to 1 minute per caster level, which retains all knowledge it had in life but is under no obligation to talk or answer any questions.

Summon Spirit I

At 4th level, the soul weaver may expend a soul to summon a poltergeist in the soul’s square or the nearest unoccupied square. This creature counts as a summoned creature and remains for a number of rounds equal to the soul weaver’s casting ability modifier.

Channel Mastery

At 8th level, a soul weaver may spend a soul in conjunction with channeling energy to add the benefits of any one (channeling) feat to that channeling. The soul weaver must meet all other prerequisites of that feat to gains its benefits in this manner.

Summon Spirit II

At 8th level, the soul weaver may expend a soul to summon either 1 shadow or 2 poltergeists in the soul’s square and/or the nearest unoccupied squares. Multiple creatures appear in adjacent squares to each other. A summoned creature cannot create spawn. These creatures last for a number of rounds equal to the soul weaver’s casting ability modifier.

Divine Soul

At 8th level, the soul weaver may expend a soul in conjunction with channeling energy to increase the die size to d10s instead of d6s.

Blessed Soul

At 8th level, the weaver soul may expend a soul as an immediate action to allow a target to reroll a saving throw it just failed.

Summon Spirit III

At 12th level, the soul weaver may expend a soul to summon either 1 wraith, 2 shadows, or 4 poltergeists. This is similar in all other ways to summon spirit II.

Ghostpoint

At 12th level, the soul weaver may, when using a spell, spell-like ability, sphere ability, or soul weaver ability, target the effect as if she were standing in the same square as one of her souls. If the magic effect requires a touch attack, the soul may make the touch attack for the soul weaver, using her bonuses. This expends the soul.

Summon Spirits IV

At 16th level, the soul weaver may expend a soul to summon either 1 greater shadow, 2 wraiths, 4 shadows, or 4 poltergeists. This is similar in all other ways to summon spirit II.

Temporary Resurrection

At 16th level, the soul weaver may expend a soul to bring a creature who has died within 48 hours back to life. This lasts for 24 hours, and the target is returned to full health (although they do not recover other things, such as spells or spell points already used), and the target gains 1 permanent negative level while under the effect of this ability.

This negative level goes away when the target dies or is permanently raised from the dead. The target still counts as a dead corpse (but not undead) for the purpose of effects that revive dead creatures. Once a creature has been revived with temporary resurrection, this ability cannot be used on it again until it is permanently raised from the dead.

Trap Soul

At 16th level, if a target is at negative hit points or has died within 1 round, the soul weaver may expend a soul to trap the target’s soul. The target must succeed at a Will save or their soul is taken and added to the soul weaver’s bound nexus as a new soul, which they may expend and summon as normal (so long as the soul weaver possesses the trapped soul, the soul expended to use this ability is released from service and returns to the nether). This does not increase the soul weaver’s total number of souls. The subject of this ability cannot be resurrected unless the soul weaver is killed or voluntarily chooses to release the soul from service. While the soul is in the soul weaver’s possession, the soul weaver may speak with and question the soul, which retains the knowledge it had in life, but is under no obligation to answer questions (although bargaining for a peaceful release into the afterlife is usually enough to get a spirit to talk).

Summon Spirits V

At 20th level, the soul weaver may expend a soul to summon either 1 banshee, 1 dread wraith, 2 greater shadows, 4 wraiths, 4 shadows, or 4 poltergeists. This is similar in all other ways to summon spirit II.

Blessing/Blight (Su)

All ensouled creatures are under a soul weaver’s power, and a soul weaver can cause incredible effects to befall both allies and enemies.

At 2nd level, a soul weaver who chose to channel positive energy may grant blessings to targets, while a soul weaver who chose to channel negative energy may give blights. All blessings and blights may only be granted to living targets with souls. A target may only be under one blessing or blight at a time. Applying a blessing to a target with blight or vice-versa dispels both effects, leaving neither.

List of Blights

The blight list of abilities is as follows:

Blight

At 2nd level, the soul weaver may touch a target and expend a use of channel energy to place a blight on them. The target is allowed a Fortitude save (DC + 1/2 soul weaver level + casting ability modifier), and on a failure, grows a patch of festering undead flesh where it was touched (this patch may be hidden under the skin if the soul weaver chooses, so a target might not even know it has been infected). Blight is considered a magical disease and is permanent until removed by magic or with the Heal skill. A blessing counters and dispels a blight, leaving neither blessing nor blight in place.

A creature with blight suffers a -2 penalty to all saves against necromancy spells, Death sphere abilities, bound nexus powers, or blight abilities. A soul weaver may concentrate at any time to discover what creatures within close range possess blight.

Lesion

At 6th level, a soul weaver may target a creature within close range already suffering from a blight and expend a use of channel energy to cause that blight to rupture. This deals 1d8 damage (bludgeoning, piercing, slashing) per soul weaver level to the target (Fortitude half). Using lesion consumes and removes their blight.

Mind Blight

At 10th level, the soul weaver may use lesion to take control of a target instead of damaging it. The blight spreads to their brain (Fortitude negates), giving them 4 points of ability drain to all mental ability scores and giving the soul weaver control over them for 1 hour per level or until the blight is cured. For the duration of this effect, the target can make only a standard action or move action on their turn, but not both.

The target obeys all verbal commands (without a shared language, only basic commands such as come, fight, or stand still may be communicated) and does anything asked to the best of its ability, including self-destructive commands (a target command to hurt or kill itself deals its weapon damage + its Strength damage to itself per round until dead). Effects such as protection from evil or the Hallow word from the Fate sphere do not end this effect, since it is the result of a physical malady rather than a mind-altering or possession effect.

Unlike the standard lesion ability, mind blight does not consume the target’s blight when used, and the target may be subject to another lesion or mind blight, even while already under the effects of a mind blight. If another soul weaver attempts to use mind blight on a target already under the effects of mind blight, the two soul weavers make opposed checks (d20 + their soul weaver level + their casting ability modifier) to determine who wins control of the target. Drain from multiple mind blights are cumulative.

Consume

At 14th level, the soul weaver may use lesion to kill a target rather than damage it or take control of it. The target dies instantly (Fortitude negates) and raises the next round as a zombie under the soul weaver’s control for 1 hour per level. After the time is up, the body collapses and becomes simply another dead body. On a successful save, the target still suffers 1d8 damage per soul weaver level.

Detonate

At 18th level, when using the soul weaver’s lesion ability to kill a target, she may also cause their blight to burst on a failed save, dealing 1d6 fire damage per soul weaver level to all adjacent targets (Reflex half).

List of Blessings

The blessing ability list includes the following:

Blessing

At 2nd level, the soul weaver may touch a target and expend a use of channel energy to place a blessing on them (unwilling targets may attempt a Will save to resist). A blessing lasts for 24 hours and grants a +1 bonus to all saving throws.

Heal

At 6th level, a soul weaver may target a creature within close range already under the effects of a blessing and expend a use of channel energy to heal that target for 10 hit points per soul weaver level. Healing a target in this way consumes and removes their blessing.

Restore

At 10th level, when the soul weaver uses her heal ability, the target is also cured of ability damage, blinded, confused, dazed, dazzled, deafened, diseased, exhausted, fatigued, feebleminded, insanity, nauseated, poisoned, sickened, and stunned.

Revive

At 14th level, the soul weaver may use her heal ability to bring targets back to life if they died while under the effects of a blessing, so long as the blessing has not yet expired. The target is restored with one permanent negative level.

Renew

At 18th level, when the soul weaver uses her heal ability, the target is also cured of all temporary and permanent negative levels (including the one gained if revived), as well as all ability drain.

Gravewalker (Su)

At 20th level, a soul weaver has become so adept at walking the paths of life and death, that both become evident in her body and soul. The soul weaver gains immunity to nonlethal damage, ability drain, and energy drain. Unintelligent undead ignore the soul weaver, treating her as another undead creature unless provoked. If the soul weaver should die, she may choose to rise 2d4 days later as a ghost.


Favored Class Bonuses

Aasimar: Add +1/3 to the amount of damage dealt or damage healed when using the channel energy class feature.

Dwarf: +1/4 an additional use of channel energy per day.

Elf: +1/6 to the penalties and benefits granted by the soul weaver’s blessings or blights.

Gnome: Increase the soul weaver’s channel energy save DC by +1/6.

Goblin: Increase the save DCs of all of your Death sphere effects by +1/6.

Half-elf: Increase the radius affected by the soul weaver’s channel energy by 1 foot. In combat, this increases the radius by 5 feet for every 5 times it is taken.

Half-orc: Add 1/3 to the damage healed or dealt with channel energy.

Halfling: Increase the duration of all bound nexus abilities that have a duration by +1/6 of a round.

Human: Gain +1/4 of a new soul you may summon per day for your bound nexus.

Merfolk: Gain +1/6 of a channel feat.

Orc: Gain +1/4 of a use per day of bound nexus.

Tiefling: The soul weaver heals an additional 1 point of damage to himself when using his channel energy class feature to heal.


Soul Weaver Feats

The following feats are particularly appropriate or useful for soul weavers.

Ensouled Totem

Prerequisites: War sphere, bound nexus class feature.

Benefit: You may expend a soul from your bound nexus to create a bound totemic soul. A totemic soul works as a normal totem, but it can move as if it were a soul (they normally orbit the character, but the soul weaver can move any number of them as a free action once per round and they have a fly speed of 40 feet), and it has a radius of only 30 feet. A totemic soul continues to exist for 10 minutes per level in the class that grants you the bound nexus class feature without needing concentration. You must still pay the normal spell point cost for creating the totem.

Extra Magic Talent

Prerequisite: Basic Magic Training or casting class feature.

Benefit: Gain an additional sphere or a talent from a sphere you possess. You may take this feat multiple times. The effects stack.

Extra Nexus Powers

Prerequisite: Bound nexus class feature.

Benefit: Increase the number of souls in your bound nexus by 2. You may gain this feat multiple times. The effects stack.

Extra Spell Points

Prerequisite: Spell pool.

Benefit: Your spell pool total increases by 2. You may gain this feat multiple times. The effects stack.


Anathema Feats

Anathema feats focus on the use of the Anathema ability, which allows you to convert several different abilities that rely on positive energy into a force of destruction.

Anathema (Anathema)

Prerequisite: Channel positive energy class feature, fervor, or lay on hands class feature.

Benefit: As a standard action, you can create a blast of positive energy, called an anathema. The anathema requires either a melee touch attack or it can be used as a ray with a range of 30 feet. The anathema does d6 damage per level of the class that grants the ability used to meet the prerequisites, and can harm any living or undead target with the evil descriptor or with an evil alignment, even if positive energy would not normally damage the target. The target does not receive a saving throw against damage done by this ability.

Using the anathema uses one use of your channel positive energy class feature, fervor, or lay on hands class ability. This is a supernatural ability.

Empowered Anathema (Anathema)

Prerequisite: Anathema.

Benefit: When you use your anathema, you do +1 damage per die.

Extended Anathema (Anathema)

Prerequisite: Anathema.

Benefit: The range of your anathema increases to 60 feet. You may select this feat up to 3 times, increasing the range of your divine anathema by 30 feet each time to a maximum of 120 feet.

Shaped Anathema (Anathema)

Prerequisite: Anathema.

Benefit: You may form your anathema in different shapes, affecting all creatures within the area. You may make a line with a length equal to the range of your anathema, a cone with a length equal to 1/2 the range of your anathema, or a burst around yourself with a radius equal to 1/3 the range of your anathema. Any creature within other than yourself takes damage, with a Reflex save for half damage with a DC equal to 10 + the number of dice of damage your anathema does (not including extra dice from focused anathema) + your highest mental attribute modifier.

If you possess the Extended Anathema feat, the size of these shapes increases as your range does.

Weaponized Anathema (Anathema)

Prerequisite: Anathema.

Benefit: Once per round, when you hit with a weapon attack, you may deliver your anathema through the attack as a free action. The damage from the anathema is not increased by critical hits.


Channeling Feats

Channeling feats use the channel energy class feature. They are particularly useful for dual channeler soul weavers.

Blessing/Blight Mastery (Channeling)

Prerequisites: Blessing/blight class feature, channel energy class feature.

Benefit: When you channel energy, you may spend an additional use of channel energy to apply a blessing or blight to one creature that was affected by your channeling. This creature is allowed a saving throw as usual, if they would normally be granted one.

Blessing/Blight Versatility (Channeling)

Prerequisites: Versatile Channeler, blessing/blight class feature, channel energy class feature.

Benefit: If you can apply blessings to targets, you may now also apply blights, treating your soul weaver level as being effectively 2 levels lower for this purpose.

If you can apply blights to targets, you may now also apply blessing, treating your soul weaver level as being effectively 2 levels lower for this purpose.

Channel Destruction (Channeling)

Prerequisites: Destruction sphere, channel energy class feature.

Benefit: You may imbue your channel energy with a blast type talent. This channeled energy may only be used to harm, but affects all creatures in the area, not just living or undead. The channeled energy does its normal number of damage dice of a die size and damage type corresponding to the chosen blast type. Additional effects apply as usual for the chosen blast type.

If more than one blast type is known, a different blast type may be selected each time channel energy is used. For example, a 5th level soul weaver with this feat and the Crystal Blast talent could channel energy, dealing 3d4 piercing damage as well as the effects of Crystal Blast in the normal area and with the normal DC of her channel energy. If, for example, she also possesses the Searing Blast talent, the next round she can channel energy, dealing 3d8 fire damage.

If the (blast type) talent chosen has additional spell point costs, an additional use of channel energy must be used in place of each spell point required. You may spend a spell point to increase the damage to one die per level in the class that grants channel energy that you possess.

Channel Life (Channeling)

Prerequisites: Life sphere, channel energy class feature.

Benefit: You may channel energy and augment it with your Life sphere abilities. You must spend the normal spell point cost of the ability, but may target any creature that is affected by your channel energy, even if they would normally be out of range of your ability. If combined with Mass Healing, you may affect every creature affected by your channel energy.

Channel Luck (Chance, Channeling)

Prerequisite: Channel energy.

Benefit: When you channel energy, you may spend a kismet point to grant all creatures affected a luck bonus (if they were healed) or a luck penalty (if they were harmed and failed their save) to their next saving throw equal to the number of dice of your channel energy ability. This bonus lasts at most 1 minute for each die of your channel energy ability.

Channel Resolve (Channeling)

Prerequisite: Channel energy class feature.

Benefit: When you channel energy, instead of its normal effects, you may instead grant those within range a single attack. These attacks are made immediately in initiative order. Each attack receives a bonus to damage equal to the number of dice you would have rolled for your channel energy.

Channeled Detonation (Channeling)

You can overcharge your connection with your undead using your channel energy ability.

Prerequisites: Death sphere, ability to channel negative energy, caster level 5th.

Benefit: You can spend a use of your channel energy ability as a standard action to detonate a mindless undead you control within 30 feet (or your Master’s Presence range, whichever is greater), destroying it, but causing your channel energy to burst outwards from its location; your channel deals (or heals, as appropriate) 1 additional point of damage per Hit Die of the undead sacrificed.

You can activate this ability as an immediate action whenever a mindless undead you control is reduced to 0 hit points by spending a spell point (and a use of channel energy, as normal).

Totemic Channeling (channeling)

Prerequisites: War sphere, channel energy class feature.

Benefit: When you use your channel energy feature, instead of affecting everyone in a specific radius, you may spend a spell point to have it affect all allies or all enemies in a totem you control. You do not need to be within the chosen totem.


Archetypes

The following are archetypes that soul weavers can choose.

Dual Channeler

Dual channelers can channel both positive and negative energy.

Ghost Sovereign

Ghost sovereigns command a royal court of undead.

Lichling

Lichlings are increasingly close to becoming one of the most feared of all undead.

Pharmakon

Pharmakon are particuarly talented at making medicines.

Shaman [WoP]

Found in Worlds of Power, the Shaman is a Wisdom-based Soul Weaver that focuses on summoning various kinds of spirits to aid them.

Totemist

Totemists focus on Fate and can channel energy towards a balance.


Soul Weaver Summons

The following creatures are summonable by the Soul Weavaer class, and are included here for reference.

Poltergeist (CR 2)

XP 600
LE Medium undead (incorporeal)
Init +1; Senses darkvision 60 ft.; Perception +9

Defense
AC 12, touch 12, flat-footed 11 (+1 deflection, +1 Dex)
hp 16 (3d8+3)
Fort +2, Ref +2, Will +4
Defensive Abilities incorporeal, natural invisibility, rejuvenation; Immune undead traits

Offense
Speed fly 20 ft. (perfect)
Special Attacks frightener, telekinesis

Statistics
Str —, Dex 13, Con —, Int 5, Wis 12, Cha 12
Base Atk +2; CMB 3; CMD 14
Feats Ability Focus (fear), Alertness
Skills Fly +9, Perception +9, Sense Motive +3
Languages Common
SQ site bound

Special Abilities
Frightener (Su) Once per minute as a standard action, a poltergeist can temporarily drop its natural invisibility, revealing itself to be a skeletal, ghost-like humanoid. All Creatures within 30 feet when a poltergeist uses this ability must succeed at a DC 14 Will save to avoid becoming frightened for 1d4 rounds. The poltergeist then resumes its invisibility at the end of its turn as a free action. A creature that successfully saves is immune to the fear effect of that poltergeist for 24 hours. If the poltergeist’s natural invisibility is negated via other methods, it cannot use this ability. Likewise, those that can see invisible creatures are immune to this special attack. This is a mind-affecting fear effect. The save DC is Charisma-based.

Rejuvenation (Su) When a poltergeist is destroyed, it only remains destroyed for 2d4 days. After this time, the undead spirit reforms where it was destroyed, fully healed. The only way to permanently destroy a poltergeist is to determine the reason for its existence and set right whatever prevents it from resting in peace. The exact means varies with each spirit and may require a good deal of research, and should be created specifically for each different poltergeist or group of poltergeists by the GM.

Site Bound (Ex) A poltergeist cannot travel more than 120 feet from the point at which it was created or formed.

Telekinesis (Su) A poltergeist has no method of attacking apart from telekinesis. This ability functions as the spell telekinesis, with a CL equal to the poltergeist’s Hit Dice (CL 3rd for most poltergeists). A typical poltergeist has a ranged attack roll of +3 when using telekinesis to hurl objects or creatures, and can use the ability on objects or creatures of up to 75 pounds. If a poltergeist attempts to hurl a creature with this ability, that creature can resist the effect with a successful DC 12 Will save. The save DC is Charisma-based.

Shadow (CR 3)

XP 800
CE Medium undead(incorporeal)
Init +2; Senses darkvision 60 ft.; Perception +8

Defense
AC 15, touch 15, flat-footed 12 (+2 deflection, +2 Dex, +1 dodge)
hp 19 (3d8+6)
Fort +3, Ref +3, Will +4
Defensive Abilities incorporeal, channel resistance +2; Immune undead traits

Offense
Speed fly 40 ft. (good)
Melee incorporeal touch +4 (1d6 Strength damage)
Special Attacks create spawn

Statistics
Str —, Dex 14, Con —, Int 6, Wis 12, Cha 15
Base Atk +2; CMB +4; CMD 17
Feats Dodge, Skill Focus (Perception)
Skills Fly +11, Perception +8, Stealth +8 (+12 in dim light, +4 in bright light); Racial Modifiers +4 Stealth in dim light (–4 in bright light)
Languages Common (unofficial errata)

Special Abilities
Create Spawn (Su) A humanoid creature killed by a shadow’s Strength damage becomes a shadow under the control of its killer in 1d4 rounds.

Strength Damage (Su) A shadow’s touch deals 1d6 points of Strength damage to a living creature. This is a negative energy effect. A creature dies if this Strength damage equals or exceeds its actual Strength score.

Shadow, Greater (CR 8)

XP 4,800
CE Medium undead (incorporeal)
Init +5; Senses darkvision 60 ft.; Perception +13

Defense
AC 18, touch 18, flat-footed 12 (+2 deflection, +5 Dex, +1 dodge)
hp 58 (9d8+18)
Fort +5, Ref +8, Will +7
Defensive Abilities incorporeal, channel resistance +2; Immune undead traits

Offense
Speed fly 40 ft. (good)
Melee incorporeal touch +11 (1d8 Strength)
Special Attacks create spawn (as per shadow), strength damage

Statistics
Str —, Dex 20, Con —, Int 6, Wis 12, Cha 15
Base Atk +6; CMB +11; CMD 24
Feats Dodge, Flyby Attack, Mobility, Skill Focus (Perception, Stealth)
Skills Fly +15, Perception +13, Stealth +20 (+24 in dim light, +16 in bright light); Racial Modifiers +4 Stealth in dim light (–4 in bright light)
Languages Common (unofficial errata)

Special Abilities
Strength Damage (Su) A greater shadow’s touch deals 1d8 points of Strength damage to a living creature. This is a negative energy effect. A creature dies if this Strength damage equals or exceeds its actual Strength score.

Wraith (CR 5)

XP 1,600
LE Medium undead (incorporeal)
Init +7; Senses darkvision 60 ft., lifesense; Perception +10
Aura unnatural aura (30 ft.)

Defense
AC 18, touch 18, flat-footed 15 (+5 deflection, +3 Dex)
hp 47 (5d8+25)
Fort +6, Ref +4, Will +6
Defensive Abilities channel resistance +2, incorporeal; Immune undead traits
Weaknesses sunlight powerlessness

Offense
Speed fly 60 ft. (good)
Melee incorporeal touch +6 (1d6 negative energy plus 1d6 Con drain)
Special Attacks create spawn

Statistics
Str —, Dex 16, Con —, Int 14, Wis 14, Cha 21
Base Atk +3; CMB +6; CMD 21
Feats Blind-Fight, Combat Reflexes, Improved Initiative
Skills Diplomacy +10, Fly +7, Intimidate +13, Knowledge (planes) +7, Perception +10, Sense Motive +10, Stealth +11
Languages Common, Infernal

Special Abilities
Create Spawn (Su) A humanoid slain by a wraith becomes a wraith in 1d4 rounds. These spawn are less powerful than typical wraiths, and suffer a –2 penalty on all d20 rolls and checks, receive –2 hp per HD, and only drain 1d2 points of Constitution on a touch. Spawn are under the command of the wraith that created them until its death, at which point they lose their spawn penalties and become free-willed wraiths. They do not possess any of the abilities they had in life.

Constitution Drain (Su) Creatures hit by a wraith’s touch attack must succeed on a DC 17 Fortitude save or take 1d6 points of Constitution drain. On each successful attack, the wraith gains 5 temporary hit points. The save DC is Charisma-based.

Lifesense (Su) A wraith notices and locates living creatures within 60 feet, just as if it possessed the blindsight ability.

Sunlight Powerlessness (Ex) A wraith caught in sunlight cannot attack and is staggered.

Unnatural Aura (Su) Animals do not willingly approach within 30 feet of a wraith, unless a master makes a DC 25 Handle Animal, Ride, or wild empathy check.

Wraith, Dread (CR 13)

XP 25,600
LE Large undead (incorporeal)
Init +13; Senses darkvision 60 ft., lifesense 60 ft.; Perception +28; Aura unnatural aura (30 ft.)

Defense
AC 26, touch 26, flat-footed 16 (+7 deflection, +9 Dex, +1 dodge, –1 size)
hp 184 (16d8+112)
Fort +12, Ref +14, Will +15
Defensive Abilities channel resistance +4; incorporeal; Immune undead traits
Weaknesses sunlight powerlessness

Offense
Speed fly 60 ft. (good)
Melee incorporeal touch +20 (3d6 negative energy plus 1d8 Con drain [Fort DC 23])
Space 10 ft.; Reach 10 ft.
Special Attacks create spawn

Statistics
Str —, Dex 28, Con —, Int 14, Wis 20, Cha 25
Base Atk +12; CMB +22; CMD 40
Feats Alertness, Blind-Fight, Combat Reflexes, Dodge, Improved Initiative, Improved Natural Attack (incorporeal touch), Mobility, Spring Attack
Skills Diplomacy +18, Fly +24, Intimidate +26, Knowledge (planes) +13, Perception +28, Sense Motive +28, Stealth +24
Languages Common, Infernal, Skald

Banshee (CR 13)

XP 25,600
CE Medium undead (incorporeal)
Init +15; Senses darkvision 60 ft., hear heartbeat; Perception +31

Defense
AC 26, touch 26, flat-footed 14 (+4 deflection, +11 Dex, +1 dodge)
hp 161 (19d8+76)
Fort +10, Ref +19, Will +18
Defensive Abilities incorporeal; Immune undead traits
Weaknesses sunlight powerlessness

Offense
Speed fly 60 ft. (perfect)
Melee incorporeal touch +26 (14d6 negative energy plus terror)
Special Attacks wail

Statistics
Str —, Dex 32, Con —, Int 5, Wis 20, Cha 19
Base Atk +14; CMB +25; CMD 40
Feats Alertness, Combat Reflexes, Dodge, Improved Initiative, Iron Will, Lightning Reflexes, Mobility, Step Up, Weapon Focus (touch), Wind Stance
Skills Fly +19, Perception +31, Sense Motive +7
Languages Common, Elven

Special Abilities
Hear Heartbeat (Ex) A banshee can sense the beating hearts of living creatures within 60 feet, as if it had the blindsight ability.

Terror (Su) A creature damaged by the banshee’s touch attack must succeed at a DC 23 Will save. Failure means that the victim cowers in fear for 1d3 rounds. If a target is protected against fear by a dispellable effect (such as heroes’ feast or mind blank), the banshee’s touch attempts to dispel one such effect with greater dispel magic (CL 14th). Negative energy damage caused by a banshee’s touch can only harm the living; it cannot heal undead. This is a mind-affecting fear effect. The save DC is Charisma-based.

Wail (Su) Once per minute, a banshee may wail as a full-round action. The wail lasts until the beginning of her next turn. All creatures within 40 feet of the banshee when she begins her wail, as well as all creatures that end their turn within that radius, must succeed at a DC 23 Fortitude save. (This save is only required once per wail.) Creatures under the effects of a fear effect take a –4 penalty on this save. Creatures that succeed at their save are sickened for 1d6 rounds. Those that fail take 140 points of damage (as if affected by a CL 14 wail of the banshee). If a wailing banshee is damaged during a wail, she must succeed at a Will save (DC 15 + damage taken) to maintain the wail; otherwise it ends. This is a sonic death effect. Banshee wails are supernaturally powerful, and penetrate the effect of any spell of 3rd level or lower that creates silence. The save DC is Charisma-based.


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