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Heroic Spirit

by Jamie Baty

Medium Undead (Incorporeal)
Hit Dice: 10d12 (65 hp)
Initiative: +6 (+2 Dex, +4 Improved Initiative)
Speed: 60 ft. (12 squares)
Armour Class: 17 (+2 Dex, +5 deflection), touch 17, flat-footed 15
Base Attack/Grapple: +5/+5
Attack: Possession (See Below)
Full Attack: Possession (See Below)
Space/Reach: 5 ft. /5 ft.
Special Attacks: Possession, rejuvenation
Special Qualities: Darkvision 60ft., bestow luck, heroism, improved invisibility, undead traits
Saves: Fort +3, Ref +5, Will +7
Abilities: Str -, Dex 15, Con -, Int 12, Wis 10, Cha 20
Skills: Bluff +18, Intimidate +18, Knowledge (history) +7, Knowledge (nobility) +8, Listen +15, Spot +15
Feats: Alertness, Dodge, Improved Initiative, Mobility
Environment: Any land
Organisation: Solitary
Challenge Rating: 9
Treasure: None
Alignment: Any
Advancement: 10-20 HD (Medium)
Level Adjustment: -

The heroic spirit is an undead entity who died while attempting to perform some especially heroic deed or defeat some dastardly villain. It remains in the living world to accomplish its "unfinished business." This entails either completing the heroic deed or dishonouring the villain.
The heroic spirit retains whatever alignment it had while living. The spirit first occupies a living victim, who remains mostly free willed and unharmed throughout the process.
The heroic spirit can only communicate through empathy. The host should eventually realise it is haunted (through DM clues) and should then begin to investigate the circumstances behind the spirit's death and discover its goal.
The heroic spirit remains in its host either until its goal is reached or until the host gains an experience level. In the latter case (or if the host dies), the heroic spirit then moves on to another host.
Heroic spirits rarely choose a swashbuckler as a host. Heroic spirits like to change the life of a quiet or a shy person, sometimes even a notorious coward. A heroic spirit will never chose the host of a legacy leech. When two such hosts encounter each other, the heroic spirit and the legacy leech instantly recognise each other. If the host of the heroic spirit does not voluntarily attack the host of the legacy leech, the heroic spirit will immediately take over the host's body (no save) in order to do so. The host might very well be forced to fight to the death.
The heroic spirit only rarely becomes visible, usually only to wave adieu when it leaves its host.

Most of the time, the heroic spirit remains dormant. It awakens when its host faces deadly peril or is in combat. In either case, the heroic spirit will attempt to take control of the host and leap into battle, regardless of the odds. The spirit then utters a battle cry through its host, such as "La fortune sourit aux audacieux" (fortune favours the brave) or "qui ne risque rien n'a rien" (nothing ventured, nothing gained).
As a result the heroic spirit will fight based on the skills and armament of the host, albeit with much flair and swagger.
During combat, the heroic spirit can affect the host with its Heroism ability. While in combat, the host must act in the flashiest, bravest manner possible. Panache is the key here, more so than combat efficiency.
Combat under the control of the heroic spirit lasts as many rounds as there are foes (with a minimum of 4 rounds and a maximum of 15). The host may then chose whether to withdraw or continue the battle. If withdrawing, the host will still show flair and elegance with the departure.
In addition, the heroic spirit may also allow a host the effects of a Luck Legacy if the host adopts the spirit's flamboyant ways. Once activated, this luck factor remains active even though the heroic spirit is dormant

Bestow Luck (Sp): A heroic spirit may choose to bestow the Luck Legacy upon the host. The host has access to this legacy regardless of the spirit's state (dormant or controlling) as long as the spirit is still possessing the host's body. Should the spirit leave, the host loses the legacy.
The legacy may be activated 3/day. The Luck legacy allows the user to reroll any failed saving throw, ability check or skill check.

Possession (Su): A heroic spirit will always attempt to possess a victim, usually when its presence is unknown. Attempting to possess a body is a full-round action and requires the victim to make a Will save vs DC 20 (Cha based). It is blocked by protection from evil or a similar ward. The target automatically succeeds on further saving throws if the spirit attempts to possess its body again.
If the spirit is successful, the spirit occupies the host body, alongside the host's life force. The host has access to all of its normal abilities when the spirit is dormant. When the spirit is active, the spirit exercises a degree of control over the host's body, and is able to use all of the host's skills and abilities as well as its own feats, skills, and abilities.
A heroic spirit may take control of the host at will if the host is in combat. The victim is allowed a Will save vs DC 28 (Cha based, +8 circumstance bonus). This mind-affecting compulsion effect lasts for a number of rounds equal to the number of foes (4 minimum up to 15 maximum).
A heroic spirit can voluntarily ends its possession of the host. A good-aligned heroic spirit will leave its host voluntarily if the host truly wishes the spirit to leave. Otherwise, it must be forced out by an exorcism or the death of the host body. Should the host die, the heroic spirit returns to its incorporeal form. Heroic spirits are immune to turning while possessing a body.

Rejuvenation (Su): In most cases, it's difficult to destroy a heroic spirit through simple combat: It must first be exorcised from its host in order to be attacked. The "destroyed" spirit will often restore itself in 2d4 days. Even the most powerful spells are usually only temporary solutions. A heroic spirit that would otherwise be destroyed returns to its old haunts with a successful level check (1d20 + heroic spirit's HD) against DC 16. As a rule, the only way to get rid of a spirit for sure is to determine the reason for its existence and set right whatever prevents it from resting in peace. The exact means varies with each spirit and may require a good deal of research.

Heroism (Sp): This ability imbues the host with great bravery and morale in battle. The host gains a +4 morale bonus on attack rolls, saves, and skill checks, immunity to fear effects, and temporary hit points equal to the spirit's HD (maximum 20). The spirit may use this ability at will but only if the host is in combat. The effect ends once combat has finished.

Improved Invisibility (Su): A heroic spirit is always under the effects of a greater invisibility spell while in incorporeal form. It may drop invisibility or resume it as a swift action. While controlling a host, this ability can be used 3/day and lasts for 1 min./HD.

Incorporeal Subtype: Can be harmed only by other incorporeal creatures, +1 or better magic weapons, or magic, with a 50% chance to ignore any damage from a corporeal source. Can pass through solid objects at will, and own attacks pass through armour. Always moves silently. Melee attacks use Dexterity modifier since they do not possess a Strength score. Please see the 3.5E Monster Manual for additional information on incorporeal traits.

Undead Traits: Immune to mind-influencing effects, poison, sleep, paralysis, stunning, disease, death effects, necromantic effects, and any effect that requires a fortitude save unless it also works on objects. Not subject to critical hits, subdual damage, ability damage, ability drain, energy drain, or death from massive damage. It cannot be raised, and resurrection works only if it is willing. The creature has darkvision 60 ft. unless otherwise noted.

The Red Curse
Heroic spirits never acquire Legacies or require cinnabryl.