This page is read only. You can view the source, but not change it. Ask your administrator if you think this is wrong. ==== Ancestor Hero ==== **Ancestor Hero** **Tradition**: [[Faith*]] **Rank:** Master **Castings:** 1 **Duration:** 1 hour **Deity:** Any ancestral worship Thick green fog fills the target space, then clears to reveal the spirit of one of your ancestors. The spirit was once a great hero of your ancestry; you decide what it looks like. The ancestor hero becomes your controlled companion. The effect ends early if it becomes incapacitated. Rules for the ancestor spirit appear below. ANCESTOR HERO Defense: 22, Health: 80 Strength: 13 (+3), Agility: 13 (+3) Intellect: 12 (+2), Will: 16 (+6) Size: 1, Speed: 8 (Fly, Hover, Insubstantial, Silent, Slippery) Languages: Understands its summoner’s languages Senses: True Vision Immune: Asleep, blinded, confused, deafened, frightened, held, on fire, poisoned, prone, slowed, stunned; deprivation, exposure, infection, suffocation Fount of Inspiration: The ancestor spirit grants allies within 10 yards 1 boon on all attribute rolls and immunity to the confused and frightened afflictions for as long as they remain within this distance. ACTIONS Melee Attack—Spectral Weapon: Strength (+3) with 2 boons (6d6) Sap Vitality: A flesh-and-blood target becomes vulnerable and weakened until the end of its next turn. Two Attacks: The ancestor hero makes two Spectral Weapon attacks.