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.
- Alignment
Any non lawful
- Hit Die
d6
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)
- Skill Points at 1st Level
(2 + Int modifier) x 4
- Skill Points at Each Additional Level
2 + Int modifier
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
-
Weapon and Armor Proficiency
Ancestor Speakers are proficient with all simple as well as hand and battle axes, and with light and medium armor.
-
Illiteracy
Like Barbarians, Ancestor Speaker's do not automatically know how to read or write. An Ancestor Speaker may spend 2 skill points to gain the ablity to write all languages he is able to speak. An Ancestor Speaker who gains a level in any other literate class gains literacy. Any other character who gains an Ancestor Speaker level does not lose the literacy he or she had.
-
Turn Spirits (Su)
An Ancestor Speaker can turn or destroy non-corporeal undead creatures. This functions like the cleric's Turn Undead but works only against non-corporeal undead. The Ancestor Speaker's connection with the spirit world only gives them power over spirits.
-
Spirit Healing(Su)
Once per day, as a standard actionan Ancestor Speaker with Wisdom of at
least 12 can call on his ancestral spirits to heal an ally (or himself)
injured in battle. The target is healed a number of hitpoints equal to
the Ancestor Spirit's Wisdom Bonus times his Ancestor Speaker Caster
Level plus the target's Wisdom Bonus (if positive). The Ancestor Spirit
(Or his personal ancestor) must touch the target to deliver the healing.
At 5th level he gains an additional daily use and again at every 5th level
thereafter.
-
Store Spells (Su)
Scrolls are unusual among the barbarian tribes, and Ancestor Speakers often shun the words of civilization. Instead, Ancestor Speakers have developed a ritual to store spells in their chosen weapon. By spending gold, xp and time the same as for an equivalent scroll, the spells around bound to his weapon. The Ancestor Speaker can use the weapon as a Spell Completion object to cast any of the spells on the weapon. Only the Ancestor Speaker who stored the spell can release its magic. The spells cannot be transferred to a new weapon.
-
Uncanny Dodge (Ex)
Starting at 4th level, an ancestor speaker's connection to the spirit realm allows him to danger before his senses would normally allow him to do so. He retains his Dexterity bonus to AC (if any) even if he is caught flat-footed or struck by an invisible attacker. However, he still loses her Dexterity bonus to AC if immobilized.
If an ancestor speaker already has uncanny dodge from a different class he automatically gains improved uncanny dodge (see Rogue description) instead.
-
Personal Ancestor (Ex)
At 5th level, an Ancestor Speaker develops a personal relationship with an
individual ancestor spirit. This spirit is a noncorporeal being that aids
and advises the Speaker. As a move ation, the Ancestor Speaker can call
the ancestor from the spirit realm or dismiss him. If within 400' + 40ft./ Class Level, the ancestor can communicate telepathically with the Speaker. If within 30 feet it can deliver Spirit Healing or any touch-ranged spells the speaker casts. If the personal ancestor is killed, the speaker suffers experience loss as for a lost wizard's familiar. A new one can not be summoned for 2 weeks.
-
Spiritual Wellness
At 9th level, the ancestor speaker achieves great peace with the spirtual world, and becomes resistant to energy drain effects. When rolling the fortitude save to recover from a negative level, the ancestor speaker gains +2 modifier. At 14th level this increases to +4 and at 19th level it increases to +6. At 20th level, this abilitiy is superseded by Spiritual Wholeness
-
Spiritual Wholeness
At 20th level, the ancestor speaker achieves complete peace with the spirtual world. He is immune to energy drain effects and negative levels
Ancestor Speaker Spell List
Ancestor Speakers choose their spells from the following list:
- Create Water, Cure Minor Wounds, Detect Magic, Detect Poison,
Flare, Guidance, Know Direction, Light, Mending, Purify Food and Drink,
Resistance, Virtue
- 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
-
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
-
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
-
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
-
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
- 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
-
Greater Arcane Sight, Control Weather, Etheral Jaunt, Regenerate, Repulsion, Greater Scrying, Sequester, Shadow Walk, Summon Monster VII, Waves of Exhaustion
-
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
-
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.
- On Windows XP/Vist: "C:\Documents and Settings\All Users\Hero Lab\data\d20"
- On Windows 7: "C:\ProgramData\Hero Lab\data\d20"
- On Mac: "~/Library/Application Support/Hero Lab/Data/d20"