New Class: Amboje'

These are the most common priests of the Southern Continent, intermixed with spirit shamans and Sorcerors who believe their powers come from spirits, or blood of Couatl or Yuan Ti. (Which it may well.)

These mystics are part healer, part necromancer. They gain their powers by tapping into the realms of the dead or the web of life around them, and allowing ancestral or nature spirits to temporarily possess their bodies, though there is some danger involved with this, as occasionally, spirits are unwilling to leave before they have a chance to complete certain tasks, or the spirit contacted is not who the Amboje' believed they were.

Amboje' may also sacrifice some small part of their own vitality to the dead spirits or into the life web they commune with in order to gain greater skill or power temporarily.

Class abilities by level:

Spells per day

1st: 3 1

2nd: 4 2

3rd: 4 2 1

4th: 5 3 2

5th: 5 3 2 1

6th: 5 3 3 2

7th: 6 4 3 2 1

8th: 6 4 3 3 2

9th: 6 4 4 3 2 1

10th: 6 4 4 3 3 2

11th: 6 5 4 4 3 2 1

12th: 6 5 4 4 3 3 2

13th: 6 5 5 4 4 3 2 1

14th: 6 5 5 4 4 3 3 2

15th: 6 5 5 5 4 4 3 2 1

16th: 6 5 5 5 4 4 3 3 2

17th: 6 5 5 5 5 4 4 3 2 1

18th: 6 5 5 5 5 4 4 3 3 2

19th: 6 5 5 5 5 5 4 4 3 2

20th: 6 5 5 5 5 5 4 4 3 3


Spell List:

0th: Arcane Mark, Cure/Inflict Minor Wounds, Daze, Detect Magic, Detect Poison, Disrupt Undead, Ghost Sound, guidance, Know Direction, Read Magic, Touch of Fatigue

1st: Backbiter, Bane, Bless, Camoflauge, Cause Fear, Chill Touch, Cure/Inflict Light Wounds, Detect Undead, Doom, Detect Good/Evil/Chaos/Law, Divine Sacrifice, Entangle, Familiar Pocket, Hide from Undead, Omen of Peril, Pass Without Trace, Protection from Good/Evil/Law/Chaos, Sleep

2nd: Aid, Augury, Consecrate, Cure/Inflict Moderate Wounds, Death Knell, Decomposition, Delay Poison, Desecrate, Enthrall, False Life, Ghoul Touch, Misdirection, Remove Paralysis, Scare, Wave of Grief, Whispering Wind

3rd: Animate Dead, Bestow Contagion, Briar Web, Curse, Blindness/Deafness, Cure/Inflict Serious Wounds, Enhance Familiar, Gentle Repose, Magic Circle Against Good/Evil/Law/Chaos, Mark of the Hunter, Nondetection, Prayer, Poison, Remove Curse, Remove Disease, Vampiric Touch, Wrack

4th: Command Plants, Cure/Inflict Critical Wounds, Death Ward, Detect Scrying, Dimensional Anchor, Dismissal, Dispel Magic, Divination, Enervation, Fortify Familiar, Neutralize Poison, Phantasmal Killer, Poison, Restoration, Scrying, Tongues

5th: Atonement, Break Enchantment, Commune with Nature, Cure/Inflict Light Wounds/Mass, Dispel Good/Evil/Chaos/Law, Hallow, Slay Living, Spiritwall, Tree Stride, Unhallow, Waves of Fatigue

6th: Banishment, Circle of Death, Create Undead, Cure/Inflict Moderate Wounds/Mass, Find the Path, Heal/Harm, Liveoak, Spellstaff, Transport via Plants, True Seeing, Undeath to Death

7th: Animate Plants, Cure/Inflict Serious Wounds/Mass, Regenerate, Repulsion, Scrying/Greater, Waves of Exhaustion

8th: Control Plants, Create Greater Undead, Cure/Inflict Critical Wounds/Mass, Dimensional Lock, Discern Location, Finger of Death, Horrid Wilting

9th: Energy Drain, Heal/Mass, Shambler, Soul Bind


Class Abilities: