Ancestor Speaker (v.1)

Ancestor Speakers serve as the holy men for many a barbarian tribe. While some barbarians worship the same Gods as civilized cultures, or follow the All-Mother and commune with nature, ancestor worship is a commontrait of these tribes.

Ancestor Speakers draw their power from reverance to their tribe's ancestors. They seek answers from the spirits of their grandfathers and perform miracles in their names. Their traditions are passed down by word of mouth, through song and epic poem. Like tribes they serve, they tend to be illiterate and avoid heavy armor.

Scholars and priests who have studied the Ancestor Speakers theorize that one of the gods accepts these prayers to the ancestors as his own and grants them a measure of their power, but as is their want the gods have kept quiet on the truth of the matter. It is ill-advised to suggest to an Ancestor Speaker that anyone but their ancient forefathers grants them power.

Class Skills

The Ancestor Speakers's class skills and the key ability for each skill) are Concentration (Con), Craft (Int), Healing(Wis), Knowledge: Nature (Int), Knowledge: History (Int), Spellcraft(Int) and Survival(Wis)

Class Features

Class Level Base Attack Bonus Fort Save Dex Save Will Save Special Spells Per Level
0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1 +0 +2 +0 +2 Illiteracy, Turn Spirits, Spirit Healing 3 1 - - - - - - - -
2 +1 +3 +0 +3 Store Spells 4 2 - - - - - - - -
3 +2 +3 +1 +3 4 2 1 - - - - - - -
4 +3 +4 +1 +4 Uncanny Dodge 5 3 2 - - - - - - -
5 +3 +4 +1 +4 Personal Ancestor, Spirit Healing (2/day) 5 3 2 1 - - - - - -
6 +4 +5 +2 +5 5 3 3 2 - - - - - -
7 +5 +5 +2 +5 6 4 3 2 1 - - - - -
8 +6/+1 +6 +2 +6 6 4 3 3 2 - - - - -
9 +6/+1 +6 +3 +6 Spiritual Wellness +2 6 4 4 3 2 1 - - - -
10 +7/+2 +7 +3 +7 Spiritual Healing(2/day) 6 4 4 3 3 2 - - - -
11 +8/+3 +7 +3 +7 6 5 4 4 3 2 1 - - -
12 +9/+4 +8 +4 +8 6 5 4 4 3 3 2 - - -
13 +9/+4 +8 +4 +8 6 5 5 4 4 3 2 1 - -
14 +10/+5 +9 +4 +9 Spiritual Wellness +4 6 5 5 4 4 3 3 2 - -
15 +11/+6/+1 +9 +5 +9 Timeless body 6 5 5 5 4 4 3 2 1 -
16 +12/+7/+2 +10 +5 +10 6 5 5 5 4 4 3 3 2 -
17 +12/+7/+2 +10 +5 +10 6 5 5 5 5 4 4 3 2 1
18 +13/+8/+3 +11 +6 +11 6 5 5 5 5 4 4 3 3 2
19 +14/+9/+4 +11 +6 +11 Spiritual Wellness +6 6 5 5 5 5 5 4 4 3 3
20 +15/+10/+5 +12 +6 +12 Spiritual Wholeness 6 5 5 5 5 5 4 4 4 4

All of the following are class features of the Ancestor Speaker class

Ancestor Speaker Spell List

Ancestor Speakers choose their spells from the following list:

  1. Create Water, Cure Minor Wounds, Detect Magic, Detect Poison, Flare, Guidance, Know Direction, Light, Mending, Purify Food and Drink, Resistance, Virtue
  2. Bane, Bless, Calm Animals, Comprehend Languages, Cure Light Wounds, Deathwatch, Detect Snares and Pits, Detect Undead, Doom, Endure Elements, Entropic Shield, Inflict Light Wounds, Longstrider, Magic Weapon, Protection From Evil/Good/Law/Chaos, Summon Monster I, Unseen Servant
  3. Aid, Bear's Endurance, Bull's Strength, Calm Emotions, Cat's Grace, Cure Moderate Wounds, Darkness, Detect Thoughts, Eagle's Splendor, Gentle Repose, Inflict Moderate Wounds, Lesser Restoration Owl's Wisdom, Spiritual Weapon, Summon Monster II, Status, Whispering Wind
  4. Arcane Sight, Bestow Curse, Clairaudience/Clairvoyance, Continual Flame, Cure Serious Wounds, Daylight, Dispel Magic, Gentle Repose, Helping Hand, Inflict Serious Wounds, Invisibility, Invisibility Purge, Magic Circle Against Chaos/Evil/Good/Law, Magic Vestment, Obscure Object, Phantom Steed, Prayer, Remove Curse, Remove Disease, Speak With Dead, Wind Wall, Summon Monster III
  5. Arcane Eye, Cure Critical Wounds, Detect Scrying, Death Ward, Discern Lies, Divination, Enervation, Inflict Critical Wounds, Greater Magic Weapon, Phantasmal Killer, Reincarnate, Restoration, Scrying, Sending, Summon Monster IV
  6. Break Enchantment, Crushing Dispair, Cure Light Wounds Mass, Disrupting Weapon, Evard's Black Tentacles, Inflict Light Wounds Mass, Mind Fog, Righteous Might,Spell Immunity, Spell Resistance, Summon Monster V, Telephatic Bond, True Seeing, Waves of Fatigue
  7. Animate Objects, Antilife Shell, Bear's Endurance Mass, Bull's Strength Mass, Cat's Grace Mass, Circle of Death, Cure Moderate Wounds Mass, Greater Dispel Magic, Harm, Heal, Inflict Moderate Wounds Mass, Legend Lore, Owl's Wisdom Mass, Summon Monster VI, True Seeing, Wind Walk
  8. Greater Arcane Sight, Control Weather, Etheral Jaunt, Regenerate, Repulsion, Greater Scrying, Sequester, Shadow Walk, Summon Monster VII, Waves of Exhaustion
  9. Antimagic Field, Antipathy, Binding, Cure Critical Wounds Mass, Discern Location, Finger of Death, Inflict Critical Wounds Mass, Moment of Prescience, Greater Spell Immunity, Protection from Spells, Summon Monster VIII, Sunburst, Whirlwind
  10. Energy Drain, Etherealness, Foresight, Heal Mass, Implosion, Miracle, Soul Bind, Summon Monster IX, Weird

Spiritual Wellness/Wholeness are too weak, given Death Ward is only a 4th level spell. The Personal Ancestor may be too powerful as a scout for 5th level...

Hero lab support

Ancestor Speaker user file. Currently missing spells greater than level 1, Personal Ancestor and the Spiritial Wellness/Wholeness abilities. Drop into your d20 data directory.