#### **Spirit Call (Sp)**
The main draw to a spirit artist is there ability in the arts as well as there ability to draw into nature, no ability personifies this better than Spirit Call. A spirit artist of level 1 gains the ability to take there time drawing anything, if a spirit artist is fond of there work they may call out to the spirits using a spirit charge, if a spirit feels the artwork is of ample look they will inhabit it. The base check requires a perform: Draw check (DC 10 + 1/2 the class level of the spirit artist in question), for every 5 the dc is passed there is a chance a stronger spirit will inhabit the drawing. The drawing is dependent on how long the artist wishes to take and what they want to make, see table Drawing: spirit drawing modifiers. The duration the spirit may reside in the drawing could be as long as the entire day or however long the spirit wishes to remain. If the drawer creates another drawing the time instead immediately reduces as spirits are jealous creatures. A spirit artist generating multiple works may only have so many works at a time, whenever an additional drawing is created the base creature aswell as the new creature have a set duration (unless the spirit otherwise wishes to leave) of 1/2 the spirit artists class level + there charisma modifier times 10 minutes (So for a level 3 spirit artist with 17 charisma they would have two creatures for 40 minutes). For each additional creature being the second creature the time is halved for all creatures. see the Table: Spirits below.
Keeping a spirit drawing requires the user to have there spirit staff out and equipped similar to a sword. For races that have additional vestigial limbs these do not work unless they are capable of wielding and battling with a blade.
Maintaining a drawing is a difficult task and as such if more then 1 drawing is active the spirit artist must maintain constant concentration on them. This concentration does not stop other concentration spells if they are already active, and other concentration spells as well as a multitude of other tasks are possible to achieve during this time. The DC to keep these creatures is multiplied by every extra one after the first (I.E 3 creatures is x2 the DC). Spirits are difficult to keep in check, 1 spirit is possible to keep under general guidelines, however if 2 or more spirits fight against a callers power they can break free (Will saving throw, DC = 10 + creatures HD + 5 for every extra creation above 1). The spirit artist can request a spirit to leave as a free action. Dismissal and Banishment work normally on these creatures. Creatures are desummoned if the caster is unconscious, or if they go below 0 points (unless there is a special exception). Creatures cannot gain temporary hit points, and can be buffed by any spell that wouldn't alter a creatures physiology, they cannot be healed in any way.
#### **Table: Spirit Drawing Modifier** | Base modifier | 10 minutes & 1 Ounce of imbued paint | |:---:|:-----------:| | Minor spirit | x 1 | | Medium spirit | x 2 | | Major spirit | x 4 | | Relic spirit | x 6 | #### Table: Spirit Size Modifier | Base modifier | 5 Min & 25Ml of ink | |:---:|:-----------:| | Medium or smaller | x 1 | | Large | x 2 | | Huge | x 6 | | Gargantuan | x 10 | 1. Both of these modifers are added together and then multiplied against the base modifier #### **Table: Spirit Call** | Base modifier | 5 Min & 25Ml of ink | |:---:|:-----------:| | 1: | Far realm creature | | 2-40: | No spirits in the area (If in spiritual area re-roll) | | 41-55: | Minor spirit | | 56-90: | Medium spirit | | 91-99: | Major spirit | | 100: | Relic spirit | 1. Additional stats may be rolled for by the DM (spirit alignment, etc). For each spirit drawn every individual spirit have different strengths and weaknesses. Say if a spirit artist draw a werewolf they've seen it may not have the same stats but do very similar things. These spirits aren't the genuine article that you've drawn but can hope to reach somewhere close. The exception to this rule would be a relic spirit, these spirits will almost always match the creature depicted perfectly. See page Spirits for more information on the exact strengths and weaknesses of a spirit.
#### **Table: Spirit Drawing Modifier** | Base modifier | 10 minutes & 1 Ounce of imbued paint | |:---:|:-----------:| | Minor spirit | x 1 | | Medium spirit | x 2 | | Major spirit | x 4 | | Relic spirit | x 6 | #### Table: Spirit Size Modifier | Base modifier | 5 Min & 25Ml of ink | |:---:|:-----------:| | Medium or smaller | x 1 | | Large | x 2 | | Huge | x 6 | | Gargantuan | x 10 | 1. Both of these modifers are added together and then multiplied against the base modifier #### **Table: Spirit Call** | Base modifier | 5 Min & 25Ml of ink | |:---:|:-----------:| | 1: | Far realm creature | | 2-40: | No spirits in the area (If in spiritual area re-roll) | | 41-55: | Minor spirit | | 56-90: | Medium spirit | | 91-99: | Major spirit | | 100: | Relic spirit | 1. Additional stats may be rolled for by the DM (spirit alignment, etc). For each spirit drawn every individual spirit have different strengths and weaknesses. Say if a spirit artist draw a werewolf they've seen it may not have the same stats but do very similar things. These spirits aren't the genuine article that you've drawn but can hope to reach somewhere close. The exception to this rule would be a relic spirit, these spirits will almost always match the creature depicted perfectly. See page Spirits for more information on the exact strengths and weaknesses of a spirit.
#### **Advanced elemental schooling (Ex)**
At 2nd level, spirit artists gain resistance 2 of the damage type they are proficient in, they obtain 1 point of resistance for every level there after (maximum 20).
#### **Spirit aid (Su)** In dire circumstances a level 2 spirit artist can call forth a spirit charge to push creatures adjacent to the spirit artist back 5 ft per every 2 levels in spirit artist (max 20ft) as well as dealing there class level + charisma modifier of your elemental type in damage. Fortitude save nullifies this effect, DC 10 + 1/2 level + Cha modifier. This move is a standard action, this power comes directly from the user and is not effected by spirits.
#### **Inanimate animation (Sp)** At 3rd level a spirit painter gains the ability to paint objects and make them real in a sense. Wooden ships will float, fruit trees however will not bear fruit. No inanimate animation can be alive for they do not house a spirit. Inanimate animations have 20% of the normal hardness and hitpoints & break dcs are 10 lower than normal (min 1). Inanimate animations cost .5 ounces of imbued paint & 1 minute for every 1 cubic foot drawn depending on the complexity of the object. The spirit creator can create weapons however they clumsy and rarely deal true damage, depending on a check a blade crafted in this way could possibly deal non-lethal damage or a damage die lower than the normal blade. Weapons made in this fashion are never as strong as a truely forged weapon. These drawings stay unless the creator gets 200ft (+50ft per level) away, or until they rest and regain there spirit charges. A creature that interacts with this creation can attempt a will save (DC 10 + 1/2 the caster level + Cha mod) to disbelieve it as real. #### **Spells:** A spirit artist gains the ability to cast spells at 4th level. They cannot take spells from any school and can only take spells from one of the selected cantrip schools, they can choose another of the 3 at level 10, and another at level 15. If a spell requires a saving throw, use your Cha mod as the modifier. Spirit artists draw spells from the summoner spell list. Spirit artists have a limited selection of spells, see Table: Summoner Spells known, the only exception is that a spirit artist can have no more than 3 cantrips known or used at one time. #### **Artist trick:** No two artists are the same, the spirit artist also follow this rule, be it from a specific type of medium or style. At level 6 and every 2 levels there after the spirit artist may choose a artist trick. Unless specifically noted otherwise, no artist trick may be selected more than once. Artist tricks only apply to class features regarding the Spirit Artist class, so if a feature effects the way spells are transfered then you may only use this trick through usage of Spirit Artist spells. #### **Advanced inanimate animation (Sp):** At 7th level the spirit painters ability to create inanimate object enhances & they can create inanimate objects at half of the time but at the same cost. They can also now forge weapons & armor that are imbued with the spirit, these weapons retain the elemental damage and now fully scale of the weapons base damage, they inquire all penalties from dual wielding but the artist immediately becomes proficient in that weapon. The artist may allow others to use inanimate animated weapons however it is treated as a normal weapon and will not receive any extra benefits. Drawing modifiers are as follows; Weapon x.5 (For every size larger than medium add an additional x1). Armor x1(Every size larger than medium & each category above light is an extra x1, Large heavy armors modifier is x4). The artist cannot replicate exotic or relic equipment, nor can they apply enchantments themselves & a spirit must enhance it by there presence. These pieces of equipment are subject to all effects of normal creatures however they are easier to control than summons. The duration of these objects are equal to the level of the spirit artist + charisma modifier x 10 minutes unless there is only one creation active. Additionally the artist also gains the abilities to bend reality to some degrees, they can draw doors into buildings, they may draw holes through walls, they can truly modify existing things, however they are not permanent and cannot draw environmental hazards such as lava pits. #### **Adept elemental schooling (Ex)** At 11th level the artist gains another elemental school. However they may choose physical damage (Slashing, bludgeoning, piercing) or another element. They gain resistance to this new school similar to the previous and may instead choose to deal this elements damage instead, though this choice must be selected before the attack role (or before the beginning of the creation of the drawing for spirit call). Finally if a spirit artist instead chooses to gain access to a physical damage source they gain DR for there respective physical damage chosen (Dr/Slashing for slashing) and may instead deal this damage type with there spirit staff as well as there Spirit calls. #### **Adept inanimate animation (Sp)** At 15th level the artist gains the ability to forge exotic or even relic pieces of equipment they have encountered. These do not keep any special abilities or enchantments they would have had unless a creature strong enough chooses to bestow these abilities. Additionally the time that spirit artists inanimate animations stay is doubled.
#### **Spirit aid (Su)** In dire circumstances a level 2 spirit artist can call forth a spirit charge to push creatures adjacent to the spirit artist back 5 ft per every 2 levels in spirit artist (max 20ft) as well as dealing there class level + charisma modifier of your elemental type in damage. Fortitude save nullifies this effect, DC 10 + 1/2 level + Cha modifier. This move is a standard action, this power comes directly from the user and is not effected by spirits.
#### **Inanimate animation (Sp)** At 3rd level a spirit painter gains the ability to paint objects and make them real in a sense. Wooden ships will float, fruit trees however will not bear fruit. No inanimate animation can be alive for they do not house a spirit. Inanimate animations have 20% of the normal hardness and hitpoints & break dcs are 10 lower than normal (min 1). Inanimate animations cost .5 ounces of imbued paint & 1 minute for every 1 cubic foot drawn depending on the complexity of the object. The spirit creator can create weapons however they clumsy and rarely deal true damage, depending on a check a blade crafted in this way could possibly deal non-lethal damage or a damage die lower than the normal blade. Weapons made in this fashion are never as strong as a truely forged weapon. These drawings stay unless the creator gets 200ft (+50ft per level) away, or until they rest and regain there spirit charges. A creature that interacts with this creation can attempt a will save (DC 10 + 1/2 the caster level + Cha mod) to disbelieve it as real. #### **Spells:** A spirit artist gains the ability to cast spells at 4th level. They cannot take spells from any school and can only take spells from one of the selected cantrip schools, they can choose another of the 3 at level 10, and another at level 15. If a spell requires a saving throw, use your Cha mod as the modifier. Spirit artists draw spells from the summoner spell list. Spirit artists have a limited selection of spells, see Table: Summoner Spells known, the only exception is that a spirit artist can have no more than 3 cantrips known or used at one time. #### **Artist trick:** No two artists are the same, the spirit artist also follow this rule, be it from a specific type of medium or style. At level 6 and every 2 levels there after the spirit artist may choose a artist trick. Unless specifically noted otherwise, no artist trick may be selected more than once. Artist tricks only apply to class features regarding the Spirit Artist class, so if a feature effects the way spells are transfered then you may only use this trick through usage of Spirit Artist spells. #### **Advanced inanimate animation (Sp):** At 7th level the spirit painters ability to create inanimate object enhances & they can create inanimate objects at half of the time but at the same cost. They can also now forge weapons & armor that are imbued with the spirit, these weapons retain the elemental damage and now fully scale of the weapons base damage, they inquire all penalties from dual wielding but the artist immediately becomes proficient in that weapon. The artist may allow others to use inanimate animated weapons however it is treated as a normal weapon and will not receive any extra benefits. Drawing modifiers are as follows; Weapon x.5 (For every size larger than medium add an additional x1). Armor x1(Every size larger than medium & each category above light is an extra x1, Large heavy armors modifier is x4). The artist cannot replicate exotic or relic equipment, nor can they apply enchantments themselves & a spirit must enhance it by there presence. These pieces of equipment are subject to all effects of normal creatures however they are easier to control than summons. The duration of these objects are equal to the level of the spirit artist + charisma modifier x 10 minutes unless there is only one creation active. Additionally the artist also gains the abilities to bend reality to some degrees, they can draw doors into buildings, they may draw holes through walls, they can truly modify existing things, however they are not permanent and cannot draw environmental hazards such as lava pits. #### **Adept elemental schooling (Ex)** At 11th level the artist gains another elemental school. However they may choose physical damage (Slashing, bludgeoning, piercing) or another element. They gain resistance to this new school similar to the previous and may instead choose to deal this elements damage instead, though this choice must be selected before the attack role (or before the beginning of the creation of the drawing for spirit call). Finally if a spirit artist instead chooses to gain access to a physical damage source they gain DR for there respective physical damage chosen (Dr/Slashing for slashing) and may instead deal this damage type with there spirit staff as well as there Spirit calls. #### **Adept inanimate animation (Sp)** At 15th level the artist gains the ability to forge exotic or even relic pieces of equipment they have encountered. These do not keep any special abilities or enchantments they would have had unless a creature strong enough chooses to bestow these abilities. Additionally the time that spirit artists inanimate animations stay is doubled.
#### **Master elemental school (Ex)**
At 18th level the artist gains the ability to select a third and final school however this school can come from almost any element (such as magic, force, aligned, positive, negative, and many many more). They may only choose negative energy/positive energy as a damage type if they are evil aligned/good aligned, if they lose this alignment they lose the damage type. Negative energy based damage from this effect cannot heal undead and positive energy cannot heal the living, these energies are far to concentrated and deal damage accordingly (a spirit artist striking with a positive energy staff vs a human would deal damage).
#### **Soul modifier (Sp))** At 20th level the artist can create permanent inanimate animations. Leaving an animations range does not cause it to dissapear, weapons and armor can be enchanted and modified. The save DC to see if an animation is fake is increased by 5. Environmental hazards may be drawn (though creatures who disbelieve these effects to be true take 0 damage from such effects).
#### Alternate capstone ability #### **Dual spirited** The artist can have 2 summons out at the same time without the normal negative repricutions of having 2 consecutive creations. #### **Spirit bind** The artist can choose 1 of its creations it creates to be a permanent part of its arsenal, this creature resides within the artists staff, can be healed, & when it dies returns to the stuff. It comes back at full health after a full day. This creature cannot be Gargantuan or larger, it cannot be an inanimate animation, it cannot be a relic spirit, it cannot be an evil spirit, and it cannot be a far realm spirit.
### Archetypes ## **Bone Wanderer** *Bone wanderer spirit artists come from unknown recesses of land and spurn from primitive and usually tribal groups. Monk like in fighting but mystical in thought, the bone wanderer forgoes abilities in calling out there artistic capabilities for martial prowess.* ## **Spirit Tinkerer** *Spirit tinkerers are the exact opposite of there tribal counter parts (Bone wanderers) and instead adopt a different approach, being more tailored to smaller creations and can house more spirit creatures with ease. Spirit Tinkerers find themselves as creationists, mixing science and mysticism. Usually akin to an artificer with a bit of a wild side, or an alchemist with a penitent for finding more meaning in there magic.* ## **Spiritual Archon (Seshin)** *The legendary Spiritual Archon, usually heard of or spoke about in Seshin myth and legend around the Disenchanted Hollow. Spiritual Archons are being of pure unbridled spiritual power, they forgo mind and body, sanity and strength, just so they may peel the layer of the spiritual world back even more then there kin.*
*Note: The main reason for a spirit artist is so the player can create interesting creatures or ways to solve a problem. It is very interesting to pull out a surprising drawing and very possible to do so, but if you plan on creating a creature and want it for a long and drawn out time, attempt to make a creature sheet if not just default to the base stats. Spirit summoning is pulled from different planes so different powers come from different areas.*
#### **Soul modifier (Sp))** At 20th level the artist can create permanent inanimate animations. Leaving an animations range does not cause it to dissapear, weapons and armor can be enchanted and modified. The save DC to see if an animation is fake is increased by 5. Environmental hazards may be drawn (though creatures who disbelieve these effects to be true take 0 damage from such effects).
#### Alternate capstone ability #### **Dual spirited** The artist can have 2 summons out at the same time without the normal negative repricutions of having 2 consecutive creations. #### **Spirit bind** The artist can choose 1 of its creations it creates to be a permanent part of its arsenal, this creature resides within the artists staff, can be healed, & when it dies returns to the stuff. It comes back at full health after a full day. This creature cannot be Gargantuan or larger, it cannot be an inanimate animation, it cannot be a relic spirit, it cannot be an evil spirit, and it cannot be a far realm spirit.
### Archetypes ## **Bone Wanderer** *Bone wanderer spirit artists come from unknown recesses of land and spurn from primitive and usually tribal groups. Monk like in fighting but mystical in thought, the bone wanderer forgoes abilities in calling out there artistic capabilities for martial prowess.* ## **Spirit Tinkerer** *Spirit tinkerers are the exact opposite of there tribal counter parts (Bone wanderers) and instead adopt a different approach, being more tailored to smaller creations and can house more spirit creatures with ease. Spirit Tinkerers find themselves as creationists, mixing science and mysticism. Usually akin to an artificer with a bit of a wild side, or an alchemist with a penitent for finding more meaning in there magic.* ## **Spiritual Archon (Seshin)** *The legendary Spiritual Archon, usually heard of or spoke about in Seshin myth and legend around the Disenchanted Hollow. Spiritual Archons are being of pure unbridled spiritual power, they forgo mind and body, sanity and strength, just so they may peel the layer of the spiritual world back even more then there kin.*
*Note: The main reason for a spirit artist is so the player can create interesting creatures or ways to solve a problem. It is very interesting to pull out a surprising drawing and very possible to do so, but if you plan on creating a creature and want it for a long and drawn out time, attempt to make a creature sheet if not just default to the base stats. Spirit summoning is pulled from different planes so different powers come from different areas.*
Spirit Artist
Class
I hope you enjoy this class, there will be more editions and archetypes coming out, some having to do with spheres of powers and others focused on specific races. If you ever need clarification or have suggestions you can e-mail them to PeachyIsaac@mail.com
Class made by: PeachyIsaac
Cover Art: [Zeen Chin]
Feel free to do whatever you wish with this content however please dont blatantly re-upload without properly crediting.
[WWW.GMBINDER.COM](https://www.gmbinder.com)
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