Nobody is quite sure what the 'guardian spirits' of the waker are. Psuedo-summons or something greater perhaps, they remain a 'combat anomaly' - a phrase that stuck after conversations between the AIs within the Imperium.
Requirements:
An aspiring Waker must commit to the class during the period when the barrier between the material plane and the spirit plane is thin - This being any holiday of the dead such as DÃa de los Muertos, Samhain, Dziady, Etc.
During this time they must acquire and destroy a spirit stone. The dust of the stone must be used to create a special concoction called "Firewater of the Fallen" which is consumed in a group with other aspiring wakers [or alone if those which to risk the perils of traveling to the spirit world alone.]
Notes:
Some characters are [Imports] from other worlds and start with this class. [Pokemon trainers and Stand users would fall into this category most commonly.]
DM + Player planning - While Guardians lack stats are are far less work to develop, the attacks they emit do require work, Wakers also tend to revolve around a theme of one sort or another which requires the DM and Player to work together to flesh out the proper feeling.
* Themes and Mechanics - Some wakers have a theme as all their guardians may be related in some way [All dragons, all Insects, etc] Others seems to represent an aspect. A guardian of fire, a guardian of Ice, A guardian of crystal, etc] Guardians are extensions of the waker and therefore cannot use an element that they cannot access.
Spirit Guardians
Wakers have specific entities that travel with them. [Even when inactive, others can even see them in the spiritual realm and in the psionic realm as ghost-like echos that move with them (in the same square)] These guardians have no hitpoints and cannot be dispelled, targetted or destroyed in any way.
The number of guardians a waker can gain over time is 1 + Charisma modifier minimum 1. This does not include the default 3 spirits they start with - Fredran, Marmelo and Wulfen.
Guardians are added by traveling to various places within the multiverse and triggering the ritual they used to take this class again. The same temporal restrictions are in place unless the locale is suffering from dimensional fatigue with the spiritual realm.
The first spirit collected is different from the rest and has greater potential than the others - Choose wisely. If you have a charisma mod higher then +0 you may put off 'collecting' your legendary guardian until you've located the 'perfect' location.
The Waker's 7 character skills are:
Bluff
Perception
Sense Motive
Primal Arts (Int)
[Energy] Control (Wis)
Ritual Arts [Int]
+1 Extra Party Ability point related to traveling (cooking, fishing etc)
Skill Points at 1st character Level: ( 7 + Intelligence Modifier) x4
Skill Points At Each Additional Level: 5 + Intelligence Modifier
Class: Spirit Magic SpecialistSuccessor classes have a heavy combat focus.01: Taktician
02: Photonic Botanist
03: Treble & Bass Clefs
04: Photon Effect Con.
05: Mag Bauble
06: Waker MAG I
07: Mag Bauble
08: Spell Clefs
09: Mag Bauble
10: Master Taktician
11: Mag Bauble
12: Waker MAG II
13: Mag Bauble
14: Spite Clefs
15: Guardian Taktics
16: Breakdown Clefs
17: Mag Bauble
18: Waker MAG III
19: Mag Bauble
20: RFR
Wakers have learned to weaponize the takt far beyond it's original design.
For summoners the Takt is a communication device and the 'basic attacks' come from the summon instead of the summoner, though it is capable of causing minor damage to anything within melee range. Wakers have learned to use the takt to 'call' unstable spiritual energy into a sphere in front of them and simply expand/contract the space around it to force it towards whatever they deem hostile.
Takt damage changes from 1[small] 1d2[medium] 1d3[large] True damage|melee only to 1d4[small] 1d6[medium] 1d8[large] true damage and becomes a ranged attack.
[True damage cannot be reduced or nullified by any means, it can be dodged however.]
Master Taktician
Takts that have been multiweaponed can still apply Treble clef marking when transformed into their other form and Spirit magic can still be cast without reverting it back constantly to Takt state. However the 'active spirit' cannot change until the Takt reverts back to it's true state. {Think avatar. stuck using same element until changing elements]
Waker's with Master Taktician can even issue orders without their Takt to the spirit that is considered 'currently active'
Wakers have a unique relationship with the photonic plants scattered about Imperial worlds, the common ones being the Resta and Reverser[signs]. When wakers activate them they have a % chance of not actually consuming the item.
1d100 roll. Waker level = chance. A level 5 waker would have to roll 96+
Treble Clef Marking [M + F]
Attacking with a Taktician class skill can cause the enemies to become marked on critical hits. Enemies marked suffer a negative -1 penalty to checks to fall prone and similar status effects and a -1 to magic resistances per 5 Waker levels. Duration of 1 +1 turn per 5 Waker levels.
Bass Clef Marking [M + F]
Attacking with Waker spirit magic can cause the enemies to become marked on critical hits. Enemies marked suffer a negative -1 penalty to checks to Acrobatics [Doubled when jump checks are made] and -1 to defense per 5 Waker levels. Duration of 1 +1 turn per 5 Waker levels.
Wakers have their origins in the Photon based spiritual arts native to Arks/Palma and recieve unique training that no other class seems to have. One unique gift is a healing magic conversion. Incoming healing magic is reduced by half however they gain fast healing equal to the spell's level that healed them or the Item level if it was A photon healing item like a Resta sign or a Monomate, dimate, Trimate. This fast healing is not considered magical and does not get counted towards the Waker's Maximum daily magical healing limit. The turns the healing lasts is equal to [Missing formula based on hitpoints lost by halfing process = turns ]
Waker MAG connection is more steeped in the spirit world. They can only unhinge their Energy, but can take it further then most classes.
A mag's limit is usually 20%, This ability would increase that to 25%. When Taken again it would increase to 33% and then a third time 50%.
Contralto Clef [F]
Attacking with regular magic can apply half of a Contralto Clef to an enemy, Healing with regular healing magic an ally Applies the other half. At the beginning of the enemies turn [Control] is removed equal to 1dX and at the beginning of the allies turn they are healed by the same amount removed. Contralto's Duration is equal to Y. Wheras X is equal to the Assault spell's level and Y is equal to the Heal spell's level.
Baritone Clef [M]
Attacking with regular magic can apply half of a Baritone Clef to an enemy, Healing with regular healing magic an ally Applies the other half. At the beginning of the enemies turn [Health] is removed equal to 1dX and at the beginning of the allies turn they are healed by the same amount removed. Baritone's Duration is equal to Y. Wheras X is equal to the Assault spell's level and Y is equal to the Heal spell's level.
Mezzo Clef | Vengeful Mezzo Clef [F]
When a Waker is attacked and missed, an obnoxiously bright glowing clef will appear on the last enemy that attempted to damage the Waker visible only to the Waker's allies, allied support pets/summons and guardians. Attacks from these sources gain +1 to damage per 5 Waker levels. Mezzo clef is consumed when the enemy has suffered a hit.
Vengeful Mezzo Clef
When a Waker is attacked and successfully damaged, A more advanced glowing clef will appear on the last enemy that attempted to damage the Waker visible only to the Waker's allies, allied support pets/summons and guardians. Attacks from these sources gain +1 to damage per 5 Waker levels. Vengeful Mezzo clef is consumed only the enemy has suffered equal damage that it dealt to the waker when this Clef was spawned.
Counter Clef | Vengeful Counter Clef [M]
When a Waker is attacked and missed, an obnoxiously bright glowing clef will appear on the last enemy that attempted to damage the Waker visible only to the Waker's allies, allied support pets/summons and guardians. Attacks from these sources gain +1 to Hit per 5 Waker levels. Counter clef is consumed when the enemy has suffered a hit.
Vengeful Counter Clef
When a Waker is attacked and successfully damaged, A more advanced glowing clef will appear on the last enemy that attempted to damage the Waker visible only to the Waker's allies, allied support pets/summons and guardians. Attacks from these sources gain +1 to Hit per 5 Waker levels. Vengeful Mezzo clef is consumed only the enemy has suffered equal damage that it dealt to the waker when this Clef was spawned.
Guardian Gear
Hitting an enemy with an assigned spell will fill the Focus Gauge of the corresponding familiar.
Coordinated Taktics
Launch a linked attack with multiple guardians by expending some of their Focus Gauges.
{Similar to the Double cast Talent}
Soprano Clef [F]
At any point in time you may break down one of your other Clefs currently on the field and apply a Soprano Clef to any [Female and/or Feminine] character in [close] range [or Long range if Orb casting is available] This Clef is consumed when they are healed by a magical source and converts the Magical healing into non magical healing. This action consumes one MetaMagic charge.
Tenor Clef [M]
At any point in time you may break down one of your other Clefs currently on the field and apply a Tenor Clef to any [Male and/or Masculine] character in [close] range [or Long range if Orb casting is available] This Clef is consumed when they are healed by a magical source and converts the Magical healing into non magical healing. This action consumes one MetaMagic charge.
RFR [Retro Friend Rescue | Rappy Friend Rescue]
An entity of old [or a small round bird] appears and attempts to prevent your downfall by healing you.
This is considered divine healing and not counted towards any questionible mechanics or restrictions.