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Weird bloke, give me the heebie-jeebies. But we're in this cave, right, and a rust monster eats me
armor! Now I'm thinkin' 'oh, great Finny, ye got yeself another trip to the 'ealer's,' 'en suddenly the
weirdo starts mutterin' somesuch an' points at me, and me skin turns 'ard and scaly! It turned back
later, not to worry ye, but it was the weirdest thing this fella's ever seen. If you ever see the guy, give
'im me best, aye?
Finnegan Tyre, when asked about an Animist
Animists are an unusual brand of magician, rarely using any sort of spell, and instead
channeling magical energy with primal rites in order to effect a change on those around them. Animists
are shamanic in many ways, but the mutations they create are actually very similar to an Eidolon's
Evolutions in function.
Role: Animists, due to their low hit points and unique powers, are usually best in a supportive role,
improving the power of their allies with beneficial mutations and blessings.
Characteristics: Animists are wielders of an ancient and primal magic, and as a result, they often take
a contemplative view of the world, preferring to wait and react than to dive headlong into things.
Backgrounds: Animists often arise in savage cultures that lack innate ties to magical bloodlines and
advanced arcane learning, such as Goblinoids and some backward Human societies. A few come from
more advanced places, but they rarely fit in where they come from.
Alignment: An Animist can be nearly any alignment, and there is much variation. Lawful Animists
tend to be respectful of the spirits, and of the power they wield as Animists, while Chaotic ones tend to
be wild, almost bestial nature, preferring to use their powers for their own ends (although not
necessarily selfishly).
Other Classes: Animists respect Druids, sharing a kinship with nature, while seeing Clerics,
Inquisitors and Paladins as foolish for blindly following capricious forces scarcely better than mortal
man. They avoid Sorcerers and Wizards, seeing them as little more than a curiosity, and hold utter
disdain for Summoners (and to a lesser extent, Witches), believing that they deal too frivolously with
forces and beings far beyond their control.
Game Rules Information:
Abilities: Wisdom is an important ability score, as it increases the amount of points they have in their
Evolution Pool, and after that, Constitution and Dexterity are vital for survival. If you plan to use your
natural weapon Evolutions yourself, you may want to invest in Dexterity.
Hit Die: D6
Skill Ranks per Level: 4 + Int
Class Skills: Climb (Str), Craft (Int), Fly (Dex), Heal (Wis), Intimidate (Cha), Knowledge[Nature]
(Int), Knowledge[Planes], Perception (Wis), Profession (Wis), Ride (Dex), Spellcraft (Int), Survival
(Wis), and Swim (Str).
Starting Age: Self-Taught
Starting Gold: As Barbarian
Evolution
Pool
+0
+0
+2
+2
+1
+0
+3
+3
+1
+1
+3
+3
Mutation
+2
+1
+4
+4
+2
+1
+4
+4
+3
+2
+5
+5
+3
+2
+5
+5
Mutation
10
+4
+2
+6
+6
11
+4
+3
+6
+6
13
10
+5
+3
+7
+7
14
11
+5
+3
+7
+7
Mutation
15
12
+6
+4
+8
+8
16
13
+6
+4
+8
+8
17
14
+7
+4
+9
+9
19
15
+7
+5
+9
+9
Mutation
20
16
+8
+5
+10
21
17
+8
+5
+10
22
18
+9
+6
+11
23
19
+9
+6
+11
+11 Mutation
25
20
+10
+6
+12
At level 14, an Animist can spend 3 points to imbue 3-point evolutions as above.
At level 17, the Animist can now spend 4 points to imbue 4-point evolutions, and may use this
ability as a Swift or Move Action 3 times per day (in addition to the 3 Move Action uses per day gained
at level 9).
When determining Summoner level for any appropriate effects or prerequisites, substitute the Animist's
class level instead. A target for this ability must meet any and all prerequisites to receive an evolution,
but if they possess some ability, class feature, feat or other effect that affords the same effect as an
evolution, that effect may be used in place of said evolution for meeting prerequisites (for example,
Nena the Half-Dragon already possesses a fly speed and wings, and therefore may receive the Wing
Buffet evolution. Finnegan the Human, however, lacks wings and a flight speed, and therefore is
ineligible).
Spirit Totem: At level 2, the Animist has found an innate, empathic link to the spirits, gaining a
measure of personal power from them. These spirit totems offer two types of benefits, blessings
(passive supernatural effects) and powers (special spell-like or supernatural abilities). Each blessing
and power is gained in order, and the save DC for a Spirit Totem power is 10 + class level + Wis, and
their caster levels are equal to the Animist's class level.
Mutation (Ex, Su or Sp): At level 3, an Animist permanently changes, gaining the benefits of a single
1-point evolution at all times. She receives a second and third evolution at levels 7 and 11, and at levels
15 and 19, she gains additional evolutions, which may be worth up to 2 points each.
Exotic Arcana: Animists use an unusual form of magic that interacts strangely with other techniques.
An Animist's Animistic Imbuement qualifies them for anything as follows:
Caster level: An animist is considered to have a caster level equal to their class level, which is
neither arcane nor divine. Classes that progress unspecified casting (casting that is not declared
to be specifically arcane or divine) can progress Evolution Pool points and Animistic
Imbuement abilities at any level they progress spellcasting ability.
Spellcasting Ability: Any spell that can be replicated by an Evolution you are able to imbue is
considered a spell you are able to cast for meeting prerequisites. Note that any class feature that
requires you to cast the spell will not function unless you have some way to cast the spell in
question (either from a mutation, or some other source).
Dragon Disiciple: An Animist with the Fire Serpent Totem Spirit of at least 5th level may ignore
the spellcasting requirement for Dragon Disciple, and advances Totem Spirit abilities at each
level in place of Draconic Bloodline Abilities, and advance their Evolution Pool and Animistic
Imbuements at each level except 1st 5th and 9th, but doe not automatically receive Draconic
Bloodline abilities. A Fire Serpent Animist/Draconic Bloodline Sorcerer may choose whether to
advance Draconic Bloodline abilities (and Sorcerer casting if applicable) or Totem Spirit
abilities (And Evolution Pool & Animistic Imbuement if applicable)at any given level.
Optionally, the DM may allow other similar classes devoted to a specific bloodline to advance
Animist abilities, provided they chose a Totem Spirit appropriate to the class.
Spirit Totems:
Beholden Mortality:
You heed the spirits of the dead, be they ghosts, memories, or whatever else they manifest
themselves as. You gain some traits of the undead, though you are not some mindless corpse, but an
arbiter between the living and the deceased.
Blessings:
Least: Death's Blessing: You are protected from death and decay by your closeness to the spirit
world. You add your Wisdom Bonus to saves against death effects, energy drain, ability drain,
and Necromancy spells.
Lesser: Walk the Line: You walk the line between life and death, and as a result, you can mimic
the qualities of the dead. You can use items, cast spells, and otherwise meet prerequisites as if
you were your normal type, or Undead, whichever is more beneficial. Additionally, you are
immune to ability drain.
Greater: Deadwalk: You are very nearly dead, but still alive and well. You can choose to
switch the effects of negative and positive energy on yourself, being healed by negative energy
and harmed by positive. You may switch between this and your normal state as a free action.
Additionally, mindless undead see you as undead until you attack them.
Superior: Living Death: You are both alive and dead, standing firmly in both worlds. Your type
becomes Undead. You lose your Constitution score, and your bonus hit points are instead
determined by your Charisma. You gain a +8 racial bonus to Stealth when in shadowy
illumination or darkness. You still meet prerequisites as your original type as per Walk the Line,
and may still switch the effects of negative and positive energy as per Deadwalk.
Powers:
Least: Speak with the Dead (Sp): You can hear what the dead say. You can replicate speak with
the dead at will.
Lesser: Twilight Energy (Su): You can channel the energy of the dead, healing or harming. You
may Channel Energy as a Cleric of your level, 3 times per day. You may choose when
channeling whether it is negative or positive energy.
Moderate: Death's Warden (Su): You can unweave dark forces, freeing the dead from slavery. 3
+ Wis times per day, you may make a touch attack on an undead creature. If you hit, the target
must make a Will save (unless it is mindless, in which case they fail automatically) or take 1d8
damage per 2 Animist levels you possess.
Greater: Spirit Path (Sp): You can walk through the spirit realms. 3 times per day, you may
replicate ethereal jaunt or shadow walk as a swift action. Instead of traveling via the shadow
plane, this effect travels via the ethereal plane.
Superior: Recall Spirit (Sp): You can snatch a recently slain soul from the grasp of death. You
may replicate breath of life at will.
Chillblain:
You pay homage to spirits of ice and cold, perhaps because you live in a cold land and seek to
curry favor and protection from the chill winds, or maybe because you live in a baking hot desert and
seek respite from the sun and fiery wind.
Blessings:
Least: Endurance: You have been given the fortitude to survive in harsh environments on a
regular basis. You receive the Endurance feat for free.
Lesser: Frost's Favor: Your supplication to the ice spirits has earned you some favor with them.
They protect you from not only their own sting, but the burning heat as well. You receive
Fire Serpent:
You commune with the spirits of the ancient and mighty beings known as dragons, seeking to
emulate their power and gain a measure of it for yourself. Whether it is for dastardly greed or a noble
desire to protect, You gain the powers of a dragon.
Blessings:
Least: Dragon's Eye: Your eyes light up when you see the glint of precious metals. Appraise is
a class skill for you, and you receive a +4 Perfection bonus on Appraise checks.
Lesser: Dragon's Claw: When you strike out, you strike with the fury of a Dragon. You gain a
Perfection bonus to natural attacks (including unarmed strikes) equal to your Wisdom bonus.
Moderate: Dragon's Scales: Your skin has hardened, and taken on a glossy sheen and scaly
texture. You receive a +2 natural armor bonus to AC.
Greater: Dragon's Vitality: You have some of the natural vigor of a dragon, granting you Fast
Healing 2
Superior: Draconic Might: Your muscles are much more toned than your level of training
might suggest, as the spirits of dragons strengthen your body, granting you a +4 Perfection
bonus to Strength.
Powers:
Least: Dragonsight (Sp): Your eyes gleam with magic, and you can perceive magic in the
world around you easily. You can cast arcane sight 3 times per day as a move action, with a
caster level equal to your class level.
Lesser: Breath of the Dragon (Su): A gout of energy builds within you, and you release it in a
deadly blast. This is identical to the Breath Weapon Draconic Bloodline ability, using your
Animist level in place of Sorcerer level. You may use this ability once per day at 8th level, with
an additional daily use gained at levels 16 and 20.
Moderate: Dragonflight (Sp): You can take to the air, carried aloft by dragon spirits. You can
replicate the effects of a fly spell, with a caster level equal to your Animist level.
Greater: Dragonfire Burst (Sp): In a burst of draconic power, you release a wave of elemental
energy. Once per day, you can create a 30-foot burst centered on yourself that deals 1d6 damage
per 2 class levels (reflex half, the damage type matches your breath weapon), and knocks all
targets prone (Fort Negates the prone effect). You may not use your breath weapon ability from
this class for 1 minute after using this ability.
Superior: Form of the Dragon (Sp): You can take the form of a dragon for a brief period of
time, replicating shape of the dragon III once per day with a caster level equal to your class
level. Additionally, you may choose one supernatural or spell-like ability the form you take with
this ability would normally possess. You may use this ability while in that form.
Spirit Beast:
You have a bond with the spirits of the wild, allowing you to take on the traits of a beast. These
spirits of fang and tuck can be unpredictable, but with a gentle touch, they can be a force to be
reckoned with.
Blessings:
Least: Beast Empathy: You share an innate link with wild animals, gaining the Wild Empathy
class feature, using your Animist Level in place of your Druid level.
Lesser: One With the Wilds: Your connection to nature has inured you to the dangers of the
wild, and allows you to move like an animal. You add your Wisdom bonus to saves vs. nonmagical poisons and diseases, as well as to Stealth, Acrobatics, Fly, Climb, Handle Animal and
Swim checks. You can take 10 on Survival and Knowledge[Nature] checks.
Greater: Vicious Strike: You strike savagely, the beast spirits guiding you. Choose a single
natural attack you possess (including unarmed strike). This attack deals damage as if you were
one size larger.
Superior: Bond of Nature: You have joined with nature, almost a spirit of the land yourself.
Your type becomes fey, and you become incorporeal and gain a flight speed equal to your base
speed at perfect maneuverability. You may suspend or resume your incorporeality as a swift
action
Powers:
Least: Charm Animals (Sp): You can entrance animals, causing them to work in your favor.
You can replicate the effects of a charm animal spell with a caster level equal to your class level
once per day per level.
Lesser: Speed of the Beast (Su): 3 times per day as a swift action, you can gain a +10
enhancement bonus to all your movement speeds, are treated as having a running start
whenever making an Acrobatics check to jump, and are immune to slow effects and ignore
rough terrain for the purpose of movement. This effect lasts class level + Wis rounds.
Moderate: Beast Call (Su): Once per day, you can call on the forces of nature, replicating the
effects of a summon nature's ally spell of a level up to your class level, except that you must
use the spell to summon multiple creatures from a lower-level list. You may not use this effect
to summon the single equal-level creature. For example, a 16th-level Animist could replicate
summon nature's ally VIII, but only to summon 1d3 6th level creatures or 1d4+1 5th or lower
level creatures.
Greater: Tree Step (Su): You can step from tree to tree, like a Dryad. Once per day, you can
teleport via plants. In order to do so, you must touch a living plant of a size category equal to or
greater than your own, and may immediately teleport to any plant (under the same restrictions)
within 1 mile as per a teleport spell. If you miss and land in the wrong place, it must still be to a
valid plant. You can transport yourself and up to 100 pounds of equipment per level. You may
also teleport other creatures with you, under the following restrictions:
The plant must be large enough to teleport all creatures. A Large plant could teleport 4
Medium creatures, a Huge plant could teleport 16, a Gargantuan plant could teleport 64, and
a Collossal plant could teleport 256. Every size increase from Medium for a creature
quadruples the number of Medium creatures it counts as, and every size decrease cuts the
number of Medium creatures it counts as by . Having access to size reduction effects can
turn this into very efficient transportation!
Superior: Nature's Fury (Su): Once per day, you can call all the forces of nature to your beck
and call. All animals, for the duration of one encounter, will aid you in any way they can, as will
any plant-type creatures, magical beasts, vermin and naturally-occurring oozes. All non-creature
plant and fungal life comes to life, being statistically identical to animated objects, except that
they possess the plant type. To determine the exact number and strength of this natural horde is
determined based on the number of followers you would have if you had the Leadership feat,
calculating your Leadership score based on Wisdom instead of Charisma, and using creature CR
in place of level for your temporary followers. This is very useful in large battles, or when truly
overwhelming force is otherwise required. These followers will willingly risk their lives for
you, provided the cause is not frivolous or fully self-serving, and certain creatures may refuse to
take part due to their alignment.
Twisted leg: -10 foot penalty to land, swim and climb speeds, may not make charge attacks.
Withered hand: -2 penalty to all weapon attacks and any skill or ability checks requiring
manual dexterity.
Moderate: Rift Beast (Sp): You can, thanks to your link to the Other Place, call upon the
services of a creature from this place. This is, in truth, only the hand of its hand, an invisible
force that can not be perceived. It is statistically identical to an Invisible Stalker with the
Fleshwarped template (giving it a tentacle attack), summoned as if by summon monster VI. At
level 16, you may summon 1d3 such creatures, which are in fact a single creature, with many
manifestations on this plane.
Greater: Fleshwarping Field (Su): When you use your painful morphing ability, you may
spend up to 3 points from your Evolution Pool to afflict an equal number of creatures with a
single condition from the list above. You must still maintain the effect with concentration, but
you do not need to concentrate for each target separately, just for the effect itself. The targets, at
the time this ability is used, must all be within 30 feet of each other.
Superior: Walking Rift (Su): You are a living portal to the Other Place. You can replicate
dimension door at will, and may choose to teleport into a space occupied by another creature,
inflicting damage to the creature equal to your current hit point total. This damage can not be
used to reduce a creature's HP below 0, and you may only do this 3 times per day without risk
of injury. Every time past this, you take damage equal to the damage you inflict (but you also
may not be reduced below 0).