Spirit Familiar

From AmtWiki

Notice

This monster is from an out of date rule-set

A Monster from the Celestial Codex.

Historical Data

"Spirit guide" is a term used by the Western tradition of Spiritualist Churches, mediums and psychics to describe an entity that remains a disincarnate spirit in order to act as a spiritual counsellor or protector to a living incarnated human being. Traditionally, within the Spiritualist churches, spirit guides were often stereotyped ethnically, with Native Americans, Chinese or Egyptians being popular for their perceived ancient wisdom, saints or enlightened individuals. The term can, however, also refer to animals or totems, controls, angels or nature spirits.

Amtgard Description

Certain assassins and monks have learned mental techniques of separating pieces of their consciousness from themselves and forming them into independent spirit beings. These ‘students of the mind’ invest part of their force of personality and much of their strong emotions to give these creatures power. Consequently, assassins tend to produce spirit familiars that are cold, calculating and violent while the spirit familiars of monks are aloof, contemplative, and respectful of life.

Garb

Garb that strongly resembles that of the summoner, and a black or grey headband (according to its master's class)

Statistics

Summoned By: Assassin (V7) (2), Monk (V7) (2), for use of throwing weapons
SL Ratio: 2/1
Type: Mystical Animation
Q/M Ratio: 2/1
Armor: 1 points Natural Invulnerability
Weapons: Daggers (Magical, Natural)
Immunities: None
Natural Lives: 3

Abilities & Traits

Assassin (V7) Summoners: Assassinate (V7), Touch of Death (V7), Trap (V7)
Monk (V7) Summoners: Banish (V7), Touch of Death (V7), Transfer Life (V7) (which takes a life from the Monk, not the spirit familiar)

Vulnerabilities

Levels: None