Spirit Mender (Druid Archetype)

The spirit mender is a devotee of nature, just as all druids are. But more than most, she is loved by nature in return, and the spirits of nature gather around her, ready to answer her call. She is in tune with the healing and nurturing powers of the worldsoul, rather than the feral and animalistic powers.

Casting: The spirit mender may combine spheres and talents to create magical effects. The spirit mender is considered a High-Caster and uses Wisdom as her casting ability modifier. (Note: All casters gain 2 bonus talents and may select a casting tradition the first time they gain the casting class feature.)

This replaces the spells class feature.

Spell Pool: The spirit mender 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 level + her Wisdom modifier (minimum 1). This pool replenishes once per day after roughly 8 hours of rest.

Magic Talents: A spirit mender gains 1 magic talent every level.

Class Skills: The spirit mender removes Knowledge (Geography) from her list of class skills and adds Knowledge (Religion) to her list of class skills.

Nature Bond: If a spirit mender chooses to gain a domain as her nature bond, she gains its associated sphere and a bonus magic talent from that sphere at 5th, 9th, 13th, and 17th level, as the sphere cleric.

This modifies the nature bond class feature.

Base Attack Bonus: The spirit mender’s base attack bonus is equal to half her level (rounded down).

Weapon and Armor Proficiency: Spirit menders are proficient with the following weapons: club, dagger, dart, quarterstaff, scimitar, scythe, sickle, shortspear, sling, and spear.

Spirit menders are not proficient with any form of armor or shield. A spirit mender who wears armor or uses a shield is unable to use her spiritual protection, attendant spirits, bound spirits, effortless stride or preserve the environment abilities while doing so and for 24 hours thereafter.

This modifies weapon and armor proficiency.

Spiritual Protection (Su): The spirits protect the spirit mender as best they can, warning her of danger. While unarmored and not carrying a shield, the spirit mender may add her Wisdom bonus (if any) to her AC and CMD. This does not stack with other abilities that would allow the spirit mender to apply her Wisdom bonus to her AC or CMD. She gains an additional +1 bonus to her AC and CMD at 2nd level, and an additional +1 for every 4 class levels thereafter.

This replaces the wild shape class feature.

Attendant Spirits (Su): Small, invisible, intangible spirits live in a cloud around the spirit mender. They continually attend to her, removing stains and adjusting her possessions and clothes: a spirit mender’s clothing float around her, and are strangely unaffected by wind or changes in gravity. Any common stain or residue left upon the body or clothing of the spirit mender disappears in a round, though more powerful chemicals (such as the tar from a tanglefoot bag) are too strong for the spirits to remove alone.

The spirits are averse to the presence of metal. Although they will abide it’s presence in smaller amounts, they will actively work to remove any large metal encumbrances from the spirit mender’s body. Metal armor will fall off the spirit mender’s body as quickly as it can be put on (even over her objections). Metal possessions are generally not affected, but the spirits tend to interfere enough to make metal weapons or shields unwieldy and impossible to use in battle. Equipment that is mostly wood with some metal (such as a spear) are still usable, as is equipment made of alchemical silver (but not other metals, even those with properties similar to alchemical silver).

Whenever the spirit mender is restrained or placed in contact with anything her attendant spirits dislike, she receives a circumstance bonus equal to half her level to escape artist checks against it, as her spirits actively try to release her. The spirit mender will always receive this bonus against non-living, non-magical entanglements, artificial chemicals and against metal bonds or grapples by metal or metal-wearing creatures.

The spirit mender receives the Cantrip feat for free, and any cantrip effect she can achieve that targets herself may be performed as a swift action. If she already has the Cantrip feat, she may choose any other feat she qualifies for instead.

Bound Spirits (Su): The spirit mender attracts more powerful nature spirits who do her bidding. She may possess a number of spirits at once equal to 3 + her Wisdom modifier (minimum 1).

These spirits may be turned visible or invisible as a free action (if visible, they appear as wisps of energy that glow dimly). Summoning spirits takes 1 minute, and a spirit mender cannot summon more spirits in a day than 3 + her Wisdom modifier (minimum 1). Once summoned, the spirits remain until used, and either orbit the spirit mender (moving as she does at the same speed), or may be directed to move independently as a move action. A spirit mender may move as many spirits as she wishes with each move action, and spirits have a fly speed of 40 ft. and always succeed at Fly checks. These spirits are only projected into the Material Plane and as such are immune to damage of any kind. A spirit must remain within medium range of the spirit mender, or disappear as if used.

A spirit mender gains a number of abilities, each of which uses up a spirit’s energy. When using a bound spirits ability, the expended spirit returns to the unbounded wilderness of the fey realm until it is re-summoned at a future date. Spirit powers generally require a standard action, and if a saving throw is required the DC is equal to 10 + 1/2 spirit mender level + her Wisdom modifier. To use an ability, the target must be adjacent to the spirit mender (if the spirit is orbiting her), or else the spirit mender must first direct the spirit to move into the target’s square.

The spirit mender gains the following abilities:

  • Aid the Living—At 1st level, the spirit mender may expend a spirit to bolster a human, animal, magical beast, or plant, granting it a +1 sacred bonus to attack rolls and saving throws, which increases by 1 for every 5 levels the spirit mender possesses. The creature also gains 1 temporary hit point per level. These bonuses last 1 hour.
  • Lovelorn Spirit—At 1st level, the spirit mender may expend a spirit 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 spirit mender’s class level for 1 minute.
  • Open Arms—At 1st level, The spirit mender can expend a spirit while using a Life ability to allow it to affect a number of allies in close range equal to half her spirit mender level, rounded up.
  • Communing Spirit—At 4th level, the spirit mender may expend one spirit to commune with nature on a much deeper level, gaining glimpses into the world beyond natural sight. This allows her to make a single Knowledge check with an insight bonus equal to her spirit mender level + her Wisdom modifier. This may be used to reroll a Knowledge check the spirit mender had previously failed, but no more than once per question. If the spirit mender is touching a naturally occurring landmark such as a great tree, river, or stone formation, she may summon its natural spirit and speak with it, learning about whomever else has interacted or come near it in the past few days, and about any important events that occurred in proximity to it.
  • Healing Mastery—At 8th level, the spirit mender can expend a spirit as a free action to temporarily gain a Life talent she qualifies for. She may use this talent once before the end of her current turn.
  • Healing Spirit—At 8th level, the spirit mender can expend a spirit to heal herself or an adjacent ally 10 hit points per spirit mender level. If the creature died within the previous round, they are restored to life with at least 1 hit point.
  • Blessed Spirit—At 8th level, the spirit mender may expend a spirit as an immediate action to allow the target to reroll a saving throw it just failed.
  • Ghostpoint—At 12th level, the spirit mender may, when using a spell, spell-like ability, sphere ability, or spirit mender ability, target the effect as if she were standing in the same square as one of her spirits. If the magic effect requires a touch attack, the spirit may make the touch attack for the spirit mender, using her bonuses. This expends the spirit.
  • Total Healing—At 16th level, the spirit mender may spend a spirit to remove all conditions currently affecting a living target. This also removes all ability damage and drain, all temporary negative levels, and up to one permanent negative level.
  • Protected Spirit—At 16th level, the spirit mender may use any of their bound spirits powers on herself as a swift action. She may do this even if helpless, unconscious or dead, as the spirits move to protect her by their own will.

The bound spirit ability counts as a soul weaver’s bound nexus ability for the purpose of feats that require it as a prerequisite. For those feats, the spirit mender’s spirits are considered synonymous with the soul weaver’s souls.

Effortless Stride (Su): At 2nd level, attendant spirits help carry and lift the spirit mender, allowing her to move normally through difficult terrain, and causing her to move naturally silently. The spirit mender takes no Stealth penalties for moving.

This modifies woodland stride.

Preserve the Environment (Su): At 3rd level, the spirit mender’s attendant spirits clean the environment around her as she moves. She leave behind no scent, no tracks in the soil, no stains or fingerprints, and no physical indicator of her presence. She can not be tracked.

This modifies trackless step.

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