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Spirit Warrior

Spirit Warriors use complex maneuvers and attacks by using their Inner Pool, tearing themselves and enemies asunder spiritually in order to dominate the battlefield. The practice of becoming a Spirit Warrior is very controversial and not many understand the draw to the suicidal arts.

Alignment: Any non-neutral (Lawful Good/Evil or Chaotic Good/Evil)

Hit Die: d10

Class Skills

The spirit warrior’s class skills are Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Heal (Wis), Intimidate (Cha), Knowledge (Religion) (Int), Perception (Wis), Profession (Wis), Sense Motive (Wis), Stealth (Dex), Swim (Str), and Use Magic Device (Cha).

Skill Ranks per Level: 4 + Int modifier.

Table: Spirit Warrior
Level Base Attack Bonus Fort Save Ref Save Will Save Special
1st +1 +2 +0 +2 Inner Pool, Ignited Will, Soul Overflow
2nd +2 +3 +0 +3 Fan of Energy
3rd +3 +3 +1 +3 Intake Spirit
4th +4 +4 +1 +4 Soul Relief
5th +5 +4 +1 +4 Hold Back
6th +6/+1 +5 +2 +5 Against All Odds
7th +7/+2 +5 +2 +5 Spiritual Energy
8th +8/+3 +6 +2 +6 Inner Radiance
9th +9/+4 +6 +3 +6 Weakling Punt
10th +10/+5 +7 +3 +7 Piercing Glare
11th +11/+6/+1 +7 +3 +7 Soul Ignition
12th +12/+7/+2 +8 +4 +8 Heal the Soul
13th +13/+8/+3 +8 +4 +8 Get the Memo
14th +14/+9/+4 +9 +4 +9 Spirit Regeneration
15th +15/+10/+5 +9 +5 +9 Soul Fortress
16th +16/+11/+6/+1 +10 +5 +10 Never Give Up
17th +17/+12/+7/+2 +10 +5 +10 Anchored Spirit
18th +18/+13/+8/+3 +11 +6 +11 Soulbound Fate
19th +19/+14/+9/+4 +11 +6 +11 Together we Strike
20th +20/+15/+10/+5 +12 +6 +12 Incarnate

Class Features

All of the following are class features of the spirit warrior.

Weapon and Armor Proficiency

A spirit warrior is proficient with all simple and martial weapons, and all types of armor and shields (except for Tower Shields).

Inner Pool (Su)

At 1st level, the spirit warrior gains a pool of their inner spirit that they can use to enhance their capabilities in combat. This pool has a number of points in it equal to 3 + his spirit warrior level + his wisdom modifier (if any). Spending points from this pool is a swift action unless otherwise stated.

He can use this pool to do the following actions below (these abilities cost 1 point from his Inner Pool):

  • Energy Blade: Gain +1d4 of a single energy type to weapon attacks for a number of rounds equal to his Seishin Senshi level. This does not stack with weapon special abilities that deal the same type of elemental damage as the one chosen. This elemental damage increases to 1d6 at 5th level. This lasts for 1 round.
  • Spirited Heels: Gain a +10 morale bonus to his move speeds (this affects other move speeds than just land speed). This lasts for 1 round.
  • Insightful Dodge: Gain +1 dodge bonus to AC, and gain an additional +1 per additional points spent on this (to a maximum of +5 Dodge AC). This lasts for 1d4+1 round, plus 1 additional round every 2 levels thereafter.
  • Critically Acclaimed: Gain a +2 to any one Charisma based skill for a number of rounds equal to half your Seishin Senshi level.

Ignited Will

The spirit warrior gains Iron Will as a bonus feat at 1st level.

Soul Overflow (Su)

If the spirit warrior runs out of points from their Inner Pool, they receive a +2 bonus to Strength and Charisma however further attempts to use points from their Inner Pool are instead subtracted from their hit points. In addition, for each time points are spent in this fashion a cumulative -1 penalty to all saving throws and AC is applied. This penalty disappears when the spirit warrior receives a night’s rest or when their Inner Pool increases above 0, whichever comes first.

Fan of Energy (Su)

At 2nd level, the spirit warrior can spend a full-round action to attack all enemies in a 15 ft. cone, using their weapon (either melee or ranged) for the attack roll. Those hit by this attack roll are forcibly pushed back 1d6 x 5 ft.

Intake Spirits (Su)

At 3rd level the spirit warrior can spend a full-round action to absorb the spiritual energy of those around them. Everyone in a 30 ft. radius around them must make a Will Save DC 10 + Spirit Warrior level + Charisma modifier, and on a failed save they take 2d6 points of damage and the spirit warrior’s Inner Pool recovers an amount of points equal to the highest damage dealt.

Soul Relief (Su)

At 4th level the spirit warrior can spend points from their inner pool to cast a single cure spell upon themselves as a swift action, treating their caster level as their spirit warrior level. Doing this requires the spirit warrior must be of a level in which they’d normally be able to cast the spell. It costs 2 points from their inner pool per spell level. At 12th level the spirit warrior can cast Regenerate or Greater Restoration in this way.

Hold Back (Ex)

At 5th level the spirit warrior can aid an ally before they make a terrible mistake. Allies within 30 feet of the spirit warrior who would be hit on an attack of opportunity receive a +2 bonus to their AC versus attacks of opportunity, and if an attack of opportunity would score a hit on them they can choose to immediately end their movement in the square before it would have provoked the attack of opportunity. Doing so sacrifices the bonus to AC versus attacks of opportunity for 1 round. This can’t affect the same target more than once in 24 hours.

Against All Odds (Su)

At 6th level the spirit warrior can come back from a lethal blow ready to continue swining. If an attack would knock them unconscious, they can remain conscious even while under 0 HP so long as their inner pool is at least 1. Instead of taking damage to HP while in this state, the spirit warrior can choose to reduce their inner pool instead; the amount of reduction can be split between HP and the inner pool. If their inner pool would be reduced to 0 by this, they fall unconscious but do not start bleeding out.

The spirit warrior takes no penalties from being under 0 HP while in this state.

Spiritual Energy (Su)

At 7th level the spirit warrior is able to utitlize the power which manifests spirits and specters in order to turn themselves into one for a short time. As a standard action the spirit can spend 4 points from their inner pool to turn themselves incorporeal for 1 minute per spirit warrior level.

Inner Radiance (Su)

At 8th level the first time during the day the spirit warrior spends points from their inner pool they begin emenating a haunting aura around themselves, one which shows both their power and prowess. For 1 hour per spirit warrior level they glow a sickly gray color and receive darkvision at a range of 60 feet if they did not already have it, and if they do have it their darkvision is increased by 30 feet.

Weakling Punt (Ex)

At 9th level the spirit warrior can punt an enemy who is weaker and smaller. As a full-round action the spirit warrior can move as if they were charging and make a bull rush at the end of their movement, spending 5 points from their inner pool as part of this charge; and on a successful hit the enemy is launched 15 feet in the air and 2d4 x 5 feet out. The target of this must be at least one size category smaller.

Opponents launched in this way take 5d8 points of bludgeoning damage plus the spirit warrior’s strength modifier, and enemies who the launched target hits after falling take falling object damage for an object of the appropriate size.

If the target of the launch would be killed by the launch, they are mutilated as their guts and other half of the body are launched instead, turning the normal launch into a cone that expands out for the original 2d4 x 5 foot roll. Those caught in the cone must make a Fortitude save (DC 10 + spirit warrior level + spirit warrior’s Wisdom modifier) and on a failed save they are sickened for 1d4+1 rounds.

Piercing Glare (Su)

At 10th level the spirit warrior can make a gaze attack as a standard action against an enemy within 30 feet. This gaze attack is a Will Save with a DC of 10 + spirit warrior level + Wisdom modifier, and if the enemy fails they are forced to fight the spirit warrior and only the spirit warrior for the next 1 minute. This is a mind-affecting effect, and ends if anyone other than the spirit warrior deals damage to them. Doing this costs 3 points from their inner pool.

Soul Ignition (Su)

At 11th level the spirit warrior can spend 10 points from their inner pool to enter a state of calm, receiving a +5 insight bonus to attack rolls, damage rolls, AC, and saving throws for 1 round for every 2 spirit warrior levels they possess.

Heal the Soul (Su)

At 12th level the spirit warrior can expend points from their inner pool to use their Soul Relief ability on allies. Spells cast in this way cost 2 extra points from their inner pool to cast.

Get the Memo (Ex)

At 13th level the spirit warrior is able to help an ally who is under the effect of a bonus. All allies within 30 feet of the spirit warrior increase any insight or circumstance bonuses they receive by an amount equal to the spirit warrior’s Wisdom modifier. The bonuses being granted cannot be from the spirit warrior themselves.

Spirit Regeneration (Su)

At 14th level the spirit warrior recovers over time even when injured, so long as their soul is still strong. As long as the spirit warrior possesses at least 1 point in their inner pool, they have regeneration 2.

Soul Fortress (Su)

At 15th level the spirit warrior can attempt to overcharge the amount of souls they have for an unbridled burst of energy. If the spirit warrior is at maximum for their inner pool and choose to use Intake Spirits, they can choose to forge a ‘Soul Fortress’. Doing so creates a prism of energy surrounding the spirit warrior which lasts for 1 hour per spirit warrior level. The first attack roll to go against the spirit warrior activates the fortress, causing a localized burst in a 10 ft. radius surrounding them. Everyone within the radius (including the spirit warrior themselves) takes 5d6 points of force damage with no saving throw, and bypassing Spell Resistance (if any).

If this would kill the spirit warrior, this instead deals 20d6.

Doing this leaves the spirit warrior with 0 points of their inner pool remaining.

Never Give Up (Su)

At 16th level the spirit warrior can remain on the battlefield even after death, their spirit holding out. If the spirit warrior is slain a ghost of them emerges and will remain on the battlefield until the end of the encounter or until 1 hour has passed. While in this state, healing magic (such as cure spells) cast upon their body will revive the spirit warrior without needing to be resurrection magic; in order for this to occur the body must be healed to the spirit warrior’s total hit points. After which, they reinhabit the body and take no penalties for doing so.

The ghost of the spirit warrior functions as the following;

  • The spirit warrior’s type changes to undead (incorporeal), and gain the appropriate traits and immunities of an incorporeal undead.
  • The spirit warrior’s Constitution is instead replaced by Wisdom (not Charisma) for the purposes of hit points.
  • The spirit warrior receives a deflection bonus to AC equal to their Wisdom modifier (if any).
  • The spirit warrior receives a fly speed equal to their base land speed (before any armor reductions) with perfect maneuverability.
  • The spirit warrior’s inner pool while a ghost does not decrease when spending points from it.
  • While incorporeal the spirit warrior can use Spiritual Energy to become physical once more, but the duration is 1 round per level.

Anchored Spirit (Su)

At 17th level the spirit warrior is immune to effects which would forcibly turn them undead and any of these effects used on them instead act as True Resurrection had been cast on them. This does not stop spirit warriors from willingly becoming undead if they so choose, and this does not apply with their Never Give Up class ability.

Soulbound Fate (Su)

At 18th level the spirit warrior can spend 4 points from their inner pool and designate an ally within their line of sight. So long as their inner pool is at least 1 or higher, them and their ally can divide damage between themselves whenever one or the other would take damage. Each time this is done, spend 1 point from the spirit warrior’s inner pool. If the spirit warrior or their ally would die while this effect is active, they can choose instead to immediately end Soulbound Fate, negating the damage but leaving both vulnerable once again. This can only be used once per day, and lasts 24 hours.

Together we Strike (Su)

At 19th level the spirit warrior can call for their allies to make a coordinated attack against a single foe. Using this is a full-round action, and affects all allies able to hear the spirit warrior within a 60 foot radius. Allies willing to join in on the attack are teleported within range to be able to attack the opponent with their weapon (for example, a ranged character could be positioned 20 feet away but a melee character must occupy a square surrounding the enemy unless they possess reach). If there are no spaces available for the ally to teleport to, they must stay put.

After the teleportation occurs the spirit warrior makes a single attack roll against the enemy gaining a +2 bonus for each ally threatening the opponent.

Incarnate (Su)

At 20th level the spirit warrior becomes the living embodiment of their ideals and desires. The spirit warrior receives a +6 bonus to a single physical attribute, and their Wisdom modifier. In addition to this, they double their inner pool and hit points spent for the purposes of their inner pool count as twice as much in inner pool points (2 HP can be spent to count as 4 inner pool points, and so on).

Spirit warriors can also choose to convert themselves into a ghost as a swift action, functioning as their Never Give Up class feature but not requiring them to be dead to function. Reverting back to their body is a standard action.