Among the Woad and other peoples living in the wild, there are certain individuals who can peer beyond reality’s veil and see into the spirit world, which is believed to encompass all of creation. These people, called spiritcallers, sometimes bond with the spirits of nature they find in this realm and can call upon them for aid. These magic-users occupy important places in their tribes and serve their people as protectors.
Spiritcallers depend on the connections they establish with the spirits they have encountered. Most of them keep small totems of friendly spirits and might even use one of these items as an implement. When in need, they can call forth these spirits to fight at their sides. When the spirits manifest in the real world, they appear as animals of their kind, but seeming almost feral, with gleaming eyes and wisps of mist curling from their bodies. The spirits can remain for only a short time before the magic that brought them forth unravels. Further, if they die in the real world, it takes time for them to re-form in the spirit world, so most spiritcallers dismiss their allies when they are in serious jeopardy.
Level 3 Spiritcaller
Attributes. Increase two by 1
Characteristics. Health +1, Power +1
Languages and Profession. You can speak another language or add a wilderness profession to your list of professions.
Magic You discover the Primal or Spiritualism tradition or learn one Primal or Spiritualism spell.
Spirit Guide You forge a bond with an animal spirit. You can choose either a raven spirit or a wolf spirit. The spirit can speak to you and you alone in a language you understand. The statistics boxes for each are given below.
You can use an action and expend the casting of a rank 2 or higher Primal or Spiritualism spell to call forth your spirit guide. It appears in an open space of your choice within medium range. The spirit remains until you use an action to dismiss it, until you complete a rest, or the spirit becomes incapacitated, in which case it disappears. The spirit is under your control, and you decide when it takes its turn and what it does on its turn. If the spirit disappears as a result of becoming incapacitated, you must wait until you complete a rest to use this talent again.
RAVEN SPIRIT
SIZE 1/2 spirit
Perception 14 (+4)
Defense 13; Health 16
Strength 8 (-2), Agility 13 (+3), Intellect 8 (-2), Will 11 (+1)
Speed 10; flier (swoop)
Immune damage from disease or poison; asleep, diseased, fatigued, poisoned
ATTACK OPTIONS
Talons (melee) +3 with 1 boon (1d6+1)
Beak (melee) +3 with 1 boon (1d6)
SPECIAL ATTACKS
Double Attack The raven spirit makes two attacks, one with its talons and one with its beak.
WOLF SPIRIT
SIZE 1/2 spirit
Perception 14 (+4); shadowsight
Defense 11; Health 16
Strength 12 (+2), Agility 11 (+1), Intellect 8 (-2), Will 13 (+3)
Speed 12
Immune damage from disease or poison; asleep, diseased, fatigued, poisoned
Teamwork Tactics When the wolf spirit attacks a target that one of its allies can reach and that all is not incapacitated, the wolf spirit makes the attack roll with 1 boon.
ATTACK OPTIONS
Claws (melee) +2 with 1 boon (1d6+1 plus Knock Down on 20+)
Knock Down If the target is a creature, it falls prone.
SPECIAL ATTACKS
Go for the Throat When a wolf spirit attacks a prone creature, it makes the attack roll with 1 boon and the attack deals 1d6 extra damage.
Level 6 Spiritcaller
Characteristics. Health +1
Magic You learn one spell.
Greater Spirit Guide You forge a bond with another animal spirit. You can choose either a boar spirit or a lizard spirit. When you use your Spirit Guide talent and expend the casting of a rank 3 or higher Primal or Spiritualism spell, you can call a greater spirit instead of your normal spirit.
BOAR SPIRIT
SIZE 1 spirit
Perception 14 (+4); shadowsight
Defense 11; Health 30
Strength 14 (+4), Agility 10 (+0), Intellect 8 (-2), Will 14 (+4)
Speed 10
Immune damage from disease or poison; asleep, diseased, fatigued, poisoned
Relentless If the boar’s damage total equals its Health, the boar does not become incapacitated until the end of the next round. If the boar takes any more damage before then, it becomes incapacitated.
ATTACK OPTIONS
Tusks (melee) +4 with 1 boon (2d6)
LIZARD SPIRIT
SIZE 1 spirit
Perception 14 (+4)
Defense 15; Health 20
Strength 13 (+3), Agility 11 (+1), Intellect 8 (-2), Will 13 (+3)
Speed 12
Immune damage from disease or poison; asleep, diseased, fatigued, poisoned
ATTACK OPTIONS
Teeth (melee) +3 with 1 boon (3d6)
Level 9 Master Spiritcaller
Characteristics. Health +1, Power +1
Magic You learn one spell.
Elder Spirit Guide You forge a bond with another animal spirit. You can choose either a bear spirit or a lion spirit. When you use your Spirit Guide talent and expend the casting of a rank 4 or higher Primal or Spiritualism spell, you can call a greater spirit instead of your normal spirit.
BEAR SPIRIT
SIZE 2 spirit
Perception 14 (+4); shadowsight
Defense 13; Health 60
Strength 14 (+4), Agility 10 (+0), Intellect 9 (-1), Will 14 (+4)
Speed 10
Immune damage from disease or poison; asleep, diseased, fatigued, poisoned
Devoted Protector While the bear spirit is within 1 yard of a creature friendly to it, the bear spirit imposes 1 bane on attack rolls made against that creature.
ATTACK OPTIONS
Claws (melee) +4 with 1 boon (1d6+2)
Teeth (melee) +4 with 1 boon (2d6+1)
SPECIAL ATTACKS
Maul The bear spirit makes a claws attack and a teeth attack. If it deals damage to the same target with both attacks, the target takes 1d6 extra damage.
LION SPIRIT
Perception 14 (+4); shadowsight
Defense 13; Health 50
Strength 14 (+4), Agility 13 (+3), Intellect 9 (-1), Will 14 (+4)
Speed 12
Immune damage from disease or poison; asleep, diseased, fatigued, poisoned
ATTACK OPTIONS
Claws (melee) +4 with 1 boon (1d6+2)
Teeth (melee) +4 with 1 boon (3d6)
SPECIAL ATTACKS
Pouncing Charge The lion spirit moves up to half its Speed, and this movement does not trigger free attacks. At the end of this movement, it makes two claw attacks against a creature it can reach. If it deals damage with both attacks, the target falls prone.