Spirit Meister (3.5e Class)

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Spirit Meister[edit]

Spirit meisters are warriors that sought out a pact with a being from outside the mortal world. Unlike the lapdog warlock, a spirit meister is the master in his bond. They are a class of athletic weapon masters, focusing on speed, agility and skill to win their battles. They can handle most weapons with ease, but rely on their echo companion in battles.

A spirit meister forms a pact with an elemental echo, forever after bound to it. As the spirit meister grows in power the bond he has with his echo infuses him with small measures of elemental power, making him an often surprising opponent. An elemental echo is the fading essence of elemental beings that died while bound in magical service to a summoner. The magical bonds that held them in life fade slowly, keeping the tiniest echo of the once mighty elemental servant. These echoes instinctively strive to remain in existence and so when contacted by the reaching of a spirit meister they will bond to him, ensuring their continued place in the planes, and once again in comforting service. An elemental echo's existence is dependent on its connection with its spirit meister, and so it is fanatically loyal. An elemental echo is bound into the meister's very lifeforce and therefore ceases to be if its meister is dead, but will be reconstituted if the meister is returned to life.

Making a Spirit Meister[edit]

Spirit Meisters are paragons of speed and physical adeptness. Dexterity and Constitution are the main abilities for the spirit meister.

Abilities: Dexterity 15, Constitution 14.

Races: Any.

Alignment: Any.

Starting Age: Simple

Table: The Spirit Meister

Hit Die: d8

Level Base
Attack Bonus
Saving Throws Special
Fort Ref Will
1st +1 +2 +2 +0 Water Dance, Summon Echo
2nd +2 +3 +3 +0 Feather's Grace
3rd +3 +3 +3 +1 Evasion
4th +4 +4 +4 +1 Gale's Blessing
5th +5 +4 +4 +1 Zephyr Armor, Bonus Feat
6th +5 +5 +5 +2 Earth's Purity
7th +6/+1 +5 +5 +2 Elemental Bulwark
8th +7/+2 +6 +6 +2 Uncanny Dodge
9th +7/+2 +6 +6 +3 Improved Evasion
10th +8/+3 +7 +7 +3 Lightning's Path, Bonus Feat
11th +9/+4 +7 +7 +3 Earth's Purity
12th +9/+4 +8 +8 +4 Feather's Grace (improved), Gale's Blessing
13th +10/+5 +8 +8 +4 Roll of the Waves
14th +11/+6/+1 +9 +9 +4 Inferno's Blast
15th +11/+6/+1 +9 +9 +5 Bonus Feat
16th +12/+7/+2/+1 +10 +10 +5 Earth's Purity, Uncanny Dodge, Improved
17th +13/+8/+3 +10 +10 +5 Respite of the Elements
18th +13/+8/+3 +11 +11 +6 Blizzard's Bite
19th +14/+9/+4 +11 +11 +6 Flame's Freedom
20th +15/+10/+5 +12 +12 +6 Gale's Blessing, Lightning's Path, Bonus Feat

Class Skills (Skill Points 4 + Int modifier per level, ×4 at 1st level)
Balance (Dex), Climb (Str), Craft (Int), Diplomacy (Cha), Escape Artist (Dex), Gather Information (Cha), Intimidate (Cha), Jump (Str), Knowledge (planes) (Int), Profession (Wis), Search (Int), Spot (Wis), Swim (Str), Tumble (Dex), Use Rope (Dex).

Class Features[edit]

All of the following are class features of the Spirit Meister.

Weapon and Armor Proficiency: Spirit Meister's are proficient in the use of Simple and Marital Weapons; as well as Light Armor. They are not proficient with Shield's of any kind.

Bonus Feat: Bonus feats for the spirit meister may be chose from the following: Weapon Focus (echo weapon only), Greater Weapon Focus (echo weapon only), Power Critical (echo weapon only), Weapon Specialization (echo weapon only), Greater Weapon Specialization (echo weapon only), Power Attack (echo weapon only), Cleave, Great Cleave, Improved Critical (echo weapon only), Improved Initiative, Combat Expertise, Superior Expertise, Lightning Reflexes, Acrobatic, Agile, Athletic, Combat Reflexes, Hold the Line, Combat Expertise, Eyes in the Back of Your Head, Dodge, Mobility, Spring Attack, Whirlwind Attack.

All feats requiring a minimum Strength instead require the same minimum Dexterity. Feats specific to a single weapon are specific to an individual form of the meister's echo weapon (if he has unlocked multiple forms).

Water Dance (Ex): Your sublime grace in combat outshines the brutishness of others.
You use your Dexterity modifier instead of your Strength modifier for attack and damage rolls, as well as for Climb, Jump, and Swim checks.

Summon Echo (Ex): The fragments of what once was gather again to serve you.
You summon forth your elemental echo, giving it the form of a single weapon. The weapon form of your echo must be a melee weapon you have profiency in, once chosen it may not be changed. The weapon has abilities based on your level of spirit meister as per below. The summoning takes one hour, a destroyed echo is not truly eliminated and may be summoned again.

Feather's Grace (Ex): Gravity holds no sway over the spirit meister.
At 2nd level the earth itself lessens its pull upon you, allowing you to take no damage from a fall of your class level multiplied by 5 or less, always landing on your feet. Falls of greater distances are reduced in damage as if you had fallen 5 X class level less feet.

At 12th level, as an immediate action, you can make a Jump check, DC10, to negate half of all falling damage beyond your safe limit, furthermore all falling damage is nonlethal.

Evasion (Ex): You are a master of being somewhere else.
At 3rd level and higher, a spirit meister can avoid even magical and unusual attacks with great agility. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if the spirit meister is wearing light armor or no armor. A helpless meister does not gain the benefit of evasion.

Gale's Blessing (Ex): The raging gale lends unto you its grace.
At 4th, 12th, and every additional 8 levels you gain a +1 to your Dexterity score.

Zephyr Armor (Ex): The armor of a meister is as the breath of a lover.
At 5th level and beyond you suffer no maximum Dexterity, armor check, spell failure or speed penalties in light armor.

Lightning's Path (Ex): A swiftly as the storm's bolt do you move.
At 10th level, you gain +10 feet to your speed; you gain an additional 10 feet to your speed at 20th and 30th levels.

Earth's Purity (Ex): The essence of the earth stretches forth to turn aside the blows against you.
You gain + 1DR/- at 6th, 11th and every additional 5 levels. This damage reduction does not stack with damage reduction granted by magic items or nonpermanent magical effects, but it does stack with any damage reduction granted by permanent magical effects, class features, or the damage reduction feat.

Additionally, at 6th level you gain light fortification, at 16th level this improves to moderate fortification and finally to heavy fortification at 26th level.

Elemental Bulwark (Ex): Bygone echos protect you from the ravages of elemental fury.
You gain resistance to fire, cold, acid and electricity equal to half your class level as a spirit meister plus your constitution modifier. This ability does not stack with energy resistance granted by magic items or nonpermanent magical effects, energy resistance granted by permanent magical effects, or class features; use whichever is best. At 20th level your resistance impoves to equal your class level, and at 30th level resistances are replaced with immunities.

It does stack with the energy resistance feat.

Uncanny Dodge (Ex): Your enemy's attacks move with the slowness of the glacier in your eyes.
Starting at 8th level, a spirit meister can react 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 his Dexterity bonus to AC if immobilized. If the meister already has uncanny dodge from another class, he instead gains one of the bonus feats listed above.

At 16th level the meister gains improved uncanny dodge and can no longer be flanked. This defense denies a rogue the ability to sneak attack the meister by flanking him, unless the attacker has at least four more rogue levels than the meister has spirit meister levels. If the meister already has improved uncanny dodge from another class, he instead gains one of the bonus feats listed above.

Improved Evasion (Ex): You sometimes seem to be nowhere at all.
This ability, gained at 9th level, works like evasion, except that while the spirit meister still takes no damage on a successful Reflex saving throw against attacks, he henceforth takes only half damage on a failed save. A helpless meister does not gain the benefit of improved evasion.

Roll of the Waves (Ex): Just as the waves of the sea roll and flow, so can you too be not where your foe strikes.
The spirit meister can roll with a potentially lethal blow to take less damage from it than he otherwise would upon reaching 13th level. Once per day per 10 class levels, when he would be reduced to 0 or fewer hit points by damage in combat (from a weapon or other blow, not a spell or special ability), the meister can attempt to roll with the damage. To use this ability, the meister must attempt a Reflex saving throw (DC=damage dealt). If the save succeeds, he takes only half damage from the blow; if it fails, he takes full damage. He must be aware of the attack and able to react to it in order to execute his defensive roll—if he is denied his Dexterity bonus to AC, he can’t use this ability. Since this effect would not normally allow a character to make a Reflex save for half damage, the meister’s evasion ability does not apply to the roll of the waves.

Inferno's Blast (Su): Like ash from a volcano, you can send your enemies to fall upon the ground.
Beginning at 14th level, as a full-round action in which you successfully hit a single target with both your first attack and at least one iterative attack, you may use this ability to knock your opponent into the air. You must target all of your attacks for the round on a single target, a successful inferno blast takes place immediately after the last iterative attack is resolved. This ability requires a cool-down of 1d4 rounds between uses.

The height your opponent reaches is based on their Size Modifier. All opponents are knocked prone by this attack regardless of Size. However, flying opponents are moved back by the distance indicated and do not fall, although they are dazed for one round. Creatures smaller than small size fly an additional 10 feet and suffer +1d6 damage per additional size category. Creatures bigger than large size are not affected by this ability.

Table: Inferno's Blast

Size Height Damage Special
Small- 30 feet 3d6 Proned
Medium 20 feet 2d6 Proned
Large 10 feet 1d6 Proned

Respite of the Elements (Ex): The elemental spirits welcome you as a brother.
You automatically adapt to, and can breath in, the natural planar environment on all elemental planes, suffering no damage simply from being there. All true elementals react more positively towards the spirit meister. Their attitude shifts to the next more favorable reaction (hostile to unfriendly, unfriendly to indifferent, indifferent to friendly, or friendly to helpful). Creatures involved in combat, however, continue to fight back normally.

Blizzard's Bite (Ex): Your critical attacks can stop your enemies just as the blizzard stops the traveler.
Starting at 18th level, whenever you gain a critical hit, your opponent must make a Fort save DC15 or be stunned for one round, success on the save instead results in it being dazed for one round.

Flames's Freedom (Ex): Just as the flame will consume and spread where it will, you also may not be restrained.
At 19th level you are permanently under the influence of Freedom of Movement.

Echo Abilities: The spirit meister's echo weapon gains in Strength and Intelligence as its meister gains in levels. Upon the first summons of his echo a meister must choose a base element, once chosen this may never change. An echo has a +1 enhancement bonus to attack and damage for every four levels of its meister (rounded up), +1 at 1st level and +6 at 21st level.

All echoes are intelligent items; their Intelligence, Wisdom and Charisma are always equal to their meister's class level (minimum 1); it is possible for the echo to have abilities higher than the meister. The echo does not receive additional powers for being an intelligent weapon, it is limited to the general and elemental powers on the following table.

Echoes of Intelligence below 5 communicate with their meister via empathy, those with Intelligence of 5+ may speak and also communicate telepathically with their meister. An echo knows the common tongue, and its appropriate elemental language, such as Ignan for a fire echo. The echo always shares its meister's alignment, and is always loyal and obedient no matter how powerful it might become. The personality traits of the echo can otherwise be anything; snarky, sullen, boisterous, haughty etc.

All echoes receive the general abilities in addition to those of its elemental base. Gained abilities that aren't possible for a weapon based upon damage type, such as keen for a bludgeoning weapon do not function in that weapon form. Bane replaces previous damage bonus versus elemental type (Bane (water types) replaces +1 damage vs water types). Burst abilities replace previous element ability (flaming burst replaces flaming).

Meister Level General Fire Type Water Type Earth Type Air Type
1 Weapon Form3
2 +1 dmg vs water types +1 dmg vs fire types +1 dmg vs air types +1 dmg vs earth types
3
4
5 Flaming Frost Acidic1 Shock
6 Scout Form4
7 Weapon Form
8
9 Mount Form5
10 Scout Form, Imp.4
11 Bane (water types) Bane (fire types) Bane (air types) Bane (earth types)
12
13 Weapon Form
14
15 Flaming Burst Icy Burst Acidic Burst2 Shocking Burst
16
17 Dual Form6
18
19 Weapon Form
20 Mount Form, Imp.5 Keen Keen Keen Keen
  1. An acidic weapon, upon command, is sheathed in a fine coat of acid. The acid does not harm the wielder. The effect remains until another command is given. An acidic weapon deals an extra 1d6 points of acid damage on a successful hit, the acid dissipates after inflicting its damage. Bows, crossbows, and slings so crafted bestow the acid energy upon their ammunition. An acidic weapon is immune to acid and rusting damage.
  2. An acidic burst weapon functions as an acidic weapon that also splashes with acid upon striking a successful critical hit. The acid does not harm the wielder. In addition to the extra acid damage from the acidic ability (see above), an acidic burst weapon deals an extra 1d10 points of acid damage on a successful critical hit. If the weapon’s critical multiplier is x3, add an extra 2d10 points of acid damage instead, and if the multiplier is x4, add an extra 3d10 points of acid damage. Bows, crossbows, and slings so crafted bestow the acid upon their ammunition. Even if the acidic ability is not active, the weapon still deals its extra acid damage on a successful critical hit.
  3. Additional weapon forms unlocked at 7th, 13th and 19th levels allow the echo to take the shape of a different weapon, even a ranged weapon. Ranged weapons provide any special powers to their ammunition for the duration of the attack roll. Changing between forms is a swift action.
  4. Scout form allows the echo to take the form of one animal companion from the familiars list, once the scout form is chosen it may not be changed.. The animal has no more powers than a normal animal of its kind, save that it is immune to all damage from its elemental base. The meister may use its senses and communicate telepathically with it, if it is within one mile of him. The echo does not require food or air. At 10th level the echo may freely change between all forms on the familiars list, and the range of senses and communication extends to 1 mile per meister level.
  5. Mount form allows the echo to take the form of a heavy warhorse to serve as a mount for its meister. The animal is normal in all respects, save that it requires no food or air, shares its meister's class granted DR, takes no penalties to speed for difficult terrain and is immune to damage from its elemental base. The mount is considered to always be under the effects of the air walk spell as an extraordinary ability. Upon reaching 20th level the mount gains the ability to fly with average maneuverability at its land speed. It may also transport itself (and meister) to any elemental plane 1/day, with full movement abilities on those planes.
  6. Dual form allows the echo to simultaneously take a weapon form and either its scout or mount form.

Epic Spirit Meister[edit]

Level Special
21st Earth's Purity
22nd
23rd Flame's Purge
24th
25th Bonus Feat
26th Earth's Purity
27th
28th Gale's Blessing
29th
30th Elemental Infusion, Lightning's Path, Bonus Feat

4 + Int modifier skill points per level.

Flame's Purge (Ex): The fire burning within may not be tainted.
The spirit meister becomes immune to disease and poison, even magical varieties.

Elemental Infusion (Ex): The essence of the primals infuses you, granting you eternal youth.
You cease to age and become immune to aging effects.


Echo Abilities (epic):

Meister Level General Fire Type Water Type Earth Type Air Type
21 All Form1
25 Fiery Blast2 Icy Blast2 Acidic Blast2 Lightning Blast2
30 Mount Form, Imp.3 Dread (water types)4 Dread (fire types)4 Dread (air types)4 Dread (earth types)4
  1. All form allows the echo to simultaneously take a weapon form a scout form, and its mount form.
  2. Blast abilities replace burst abilities (Fiery Blast replaces Flaming Burst).
  3. The mount form's speed now doubles to twice normal (100), and its flight maneuverability increases to good.
  4. Dread abilities replace previous bane vs. elemental type abilities.

Campaign Information[edit]

Playing a Spirit Meister[edit]

Spirit Meister Religion:

Spirit meisters revere the raw elements themselves. They show a certain awe for the rulers of the elemental planes, but cannot be said to truly worship them.

Other Classes:

They respect others who focus upon the primal elements, but disdain those worshipping fiends or deities, unless they are deities of the elements. The get along well with fighters, although their approach to battle is usually a bit different.

Combat:

Melee Combatant. Speedily damaging others while not being hit is your specialty. To maximize your combat power it is recommended you gain feats that favor movement and avoidance.

Advancement:

Multi-classing can add breadth to your progression, particularly those that add stealth or burst damage options.


Spirit Meisters in the World[edit]

I am the instument which strikes thrice in blinking of the eye, the powers primal guide my steps.

Daily Life: Spirit meisters follow no strict daily schedule, other than showing respect for the primal power of the elements in all they do. Many seek adventure in which to glorify the elements; these can be great journeys, epic battles, monetary investments, or religious socializing.

Organizations: The spirit meister may be part of any worldly organization or adventuring group. Otherwise, meisters who meet will have a respect for each other, even if circumstances mean that one must kill the other.

NPC Reactions: Regarded simply as agile warriors by the commonfolk, those with more knowledge are careful not to disrespect the elements around a meister.


Spirit Meister Lore[edit]

Characters with ranks in Knowledge (local) can research the spirit meisters to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

Knowledge (local)
DC Result
5 They are very gifted fighters and very rare to any region.
10 They are somehow bound to their weapon. They are reverent towards the primal elements.
15 Their weapons are in truth elemental spirits that have taken special forms to serve them.
20 The history and specifics of a particular spirit meister.

Spirit Meisters in the Game[edit]

Warrior's of diverse race and background; they can be found all over the world in very small numbers.


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