Spirit Creature
Mortal beings, obsessed with the state of their own existence, have recorded and studied other, stranger forms and presences and classified them accordingly. Undeath from negative energy, transitory soul-forms, and the bewildering array of soul-generated outsiders are only a few. There are those essences, however, that are not generated by an individual life as we mortals know it, but come into a form of quasi-reality from a collective will, a gestalt of feeling or ‘universal mind’ that transcends the cycle of life and death. These are spirits, who serve a ‘theme’ on the Material Plane, be it Natural Beauty, the death of a race, preservation of art or manufactured items, a cataclysmic battle, or what have you. Spirits always exist for a purpose, and are not randomly generated. They serve as guardians, protectors, early-warning systems, tools of vengeance, even repositories of knowledge like unto an ethereal library. Many cultures revere emblematic spirits, and extensive observances and rituals are often based upon them.

Appearance Changes
Spirits can vary dramatically in appearance from being simply a ghostly form of the base creature to a horrific manifestation of their theme. Spirits can be of any alignment or disposition and their form most often reflects their reason for existence

Creating A Spirit
“Spirit” is an inherited template that can be added to any creature. A spirit uses the base creature’s stats and abilities except as noted here.

CR: Same as the base creature +1.

Type: The base creature gains the incorporeal subtype and the spirit subtype. The spirit subtype makes them vulnerable to the magic of shamans and mediums designated to affect spirits as well as the channel ability as though they were undead.

AC: A spirit gains a deflection bonus equal to its Charisma modifier. It loses the base creature’s natural armor bonus, as well as all armor and shield bonuses not from force effects or ghost touch items.

Defensive Abilities: A spirit retains all of the defensive abilities of the base creature save those that rely on a corporeal form to function. Spirits gain channel resistance +4, the incorporeal ability, and may possess the rejuvenation ability.

  • Rejuvenation (Su): In most cases, it’s difficult to destroy a spirit through simple combat: the “destroyed” spirit restores itself in 2d4 days. Even the most powerful spells are usually only temporary solutions. The only way to permanently destroy a spirit is to determine the reason for the spirit’s existence or connection to the Material Plane and destroy it. The exact means varies with each spirit and may require a good deal of research, and should be created specifically for each different spirit by the GM.

Speed: Spirits lose their previous speeds and gain a fly speed of 30 feet (perfect), unless the base creature has a higher fly speed.

Melee and Ranged Attacks: A spirit loses all of the base creature’s attacks. It if could wield weapons in life, it can wield ghost touch weapons as a ghost. Also see, the spirit touch special attack.

Special Attacks: A spirit retains all the special abilities of the base creature but can only affect creatures on the Ethereal Plane unless manifested or materialized. In addition, a spirit gains the manifestation ability below and one additional ability for every 3 points of CR.

  • Ethereal Spellcaster (Su): One or more of the spirit’s spells or spell-like abilities can be cast from the Ethereal Plane to the Material Plane and vice versa. The

spell’s level cannot exceed one-fourth the spirit’s hit dice, and casting time is increased by one step.

  • Manifestation (Su) Every spirit has this ability. A spirit dwells on the Ethereal Plane and, as an ethereal creature it cannot affect or be affected by anything on the Material Plane. When a spirit manifests as a swift action, it partially enters the Material Plane it becomes visible but incorporeal on the Material Plane. A manifested spirit remains partially on the Ethereal Plane, where it is not incorporeal. A manifested spirit can use spells and spell-like abilities to target creatures on the Material Plane normally.
  • Materialization (Su) By taking a full-round action, the spirit can become corporeal like a normal creature on the Material Plane. It loses the benefits of the incorporeal subtype while materialized. A spirit can dematerialize, and go back to the Ethereal Plane as a standard action.
  • Possession (Su) An ethereal or manifested spirit can take control of other beings. Once per round, the spirit can merge its body with a creature on the Material Plane. This ability is similar to a magic jar spell (caster level 10th), except it does not require a receptacle and lasts for up to 3 hours (or a number of hours equal to the spirit’s Charisma modifier, whichever is greater). To use this ability, the spirit must be adjacent to the target. The target can resist the attack with a successful DC (10 + ½ spirit’s Hit Dice + Cha modifier) Will save. A creature that successfully saves is immune to that same spirit’s possession for 24 hours. The save DC is Charisma-based.
  • Spell-Like Abilities: The spirit gains a number of spell-like abilities equal to its Hit Dice in spell levels that suit its purpose. These abilities can be used one per day or three times per day if twice the number of spell levels is used to acquire them.
  • Spirit Touch (Su): The spirit can attack material beings while incorporeal with its natural or weapon attacks. Such attacks are considered touch attacks modified by Dexterity instead of Strength and they use the spirit’s Charisma modifier for damage bonus. The GM may add additional abilities that are appropriate for the concept of the creature, the challenge needed, or the intent of the encounter.

Ability Scores: Cha +4; as an incorporeal creature, a spirit has no Strength score.

Skills: Spirits gain a +4 racial modifier to Sense Motive and Perception checks.

Languages: A spirit has telepathy with a range of 120 ft.

Sample Spirit
This example uses the dire bear as the base creature. He is the spirit of the savage hunt.

The Savage Hunt (CR 8; XP 4,800)
N Large animal (incorporeal, spirit)
Init +5; Senses low-light vision, scent; Perception +16
AC 12, touch 12, flat-footed 11
(+2 deflection, +1 Dex, –1 size)
hp 95 (10d8+50)
Fort +12, Ref +8, Will +4
Defensive Abilities channel resistance +4, incorporeal, rejuvenation
Speed fly 30 ft. (perfect)
Melee 2 spirit claws touch +8 (1d6+2 plus grab), spirit bite touch +8 (1d8+2)
Space 10 ft.; Reach 5 ft.
Special Attacks possession, spirit touch
Spell-Like Abilities (CL 10th; concentration +12)
1/day—charm animal (W-DC 13), greater magic fang, nature’s exile (W-DC 15), summon nature’s ally III
3/day—call of the wild (W-DC 14), rage
Str —, Dex 13, Con 21, Int 2, Wis 12, Cha 14
Base Atk +7; CMB +7 (+11 grapple); CMD 20 (24 vs. trip)
Feats Endurance, Improved Initiative, Iron Will, Run, Skill Focus (Perception)
Skills Fly +7, Perception +16, Sense Motive +5, Swim +12; Racial Modifiers +4 Perception, +4 Sense Motive, +4 Swim
SQ manifestation
Languages telepathy 120 ft.
Environment forest
Organization solitary
Treasure none

On Porphyra
Known spirit creatures of note on Porphyra include The Spirit Emperor at the ancient battlesite known as the Bones of Erkunor, the Weeping Giants of Cyclops Mesa, The Wolves of Hunger in the Yeti Wastes, and a myriad of spirit forms in the deserts of The Ghadab. Spirits predate The Calling and the coming of the New Gods.