Verbena (Apath)

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Unofficial rules compendium

Verbena are animists and psychic spellcasters.

Background

Subtle and inscrutable, verbena have an indirect connection to spirits and rarely summon spirits in material form. Unlike most psychic classes, verbena deal more with spirits of nature than with spirits of the dead. This often puts them at odds with other psychic casters.

Class Information

This is a animist archetype.

Hit Dice: d8.

Class Abilities

The verbena has all normal animist class abilities, except as noted.

Weapon and Armor Proficiency

A verbena is proficient with all simple weapons, the club, kukri, machete, sap, and scythe, and with light armor and shields (except tower shields).

Some verbena are restricted against wearing iron armor or using iron weapons, see taboo of metal. The club and sap are weapons that do not suffer any penalties from being made non-metallic.

Spells

Verbena are psychic spellcasters using the druid spell list. This means that they replace verbal and somatic components with thought and emotion components. Except as noted, this is the same as the animist's spells ability.

Knacks: Verbena learn a number of knacks, or 0-level spells. These spells are cast like any other spell, but they don't consume any slots and can be used again. Knacks cast using other spell slots (due to metamagic feats, for example) consume spell slots as normal. This replaces orisons.

No Allied Spirits

A verbena does not gain the allied spirits class feature and does not automatically learn any summoning spells. He can still learn such spells in the normal manner.

Psychic Discipline

Note that disciplines that use Charisma for the phrenic pool are usually advantageous for the verbena.

The verbena gains the psychic's psychic discipline class feature, gaining discipline powers at level 1, 5, and 13 and bonus spells at level 1, 4, and every even level thereafter until level 18. Treat verbena levels as psychic levels for the purpose of using this psychic discipline. The verbena gains and spends uses of channel spirit channel instead of phrenic pool. This replaces spirit guide, ghost warrior, guide concentration, and guide walk.

See The Unseen (Sp)

This is the same as the animist ability of the same name, except that it is gained at level 4.

Table: Verbena

Class
Level
Base Attack
Bonus
Fort
Save
Ref
Save
Will
Save
Special Spells per Day
1 2 3 4 5 6 7 8 9
1st +0 +0 +0 +2 Animist taboos, detect spirits, knacks, psychic discipline, spirit channel 1d6 3
2nd +1 +0 +0 +3 Placate spirit 4
3rd +2 +1 +1 +3 Spirit protection, spirit channel 2d6 5
4th +3 +1 +1 +4 See the unseen 6 3
5th +3 +1 +1 +4 Discipline power, spirit channel 3d6 6 4
6th +4 +2 +2 +5 Spirit ward 6 5 3
7th +5 +2 +2 +5 Seal spirit, spirit channel 4d6 6 6 4
8th +6/+1 +2 +2 +6 Exorcism 6 6 5 3
9th +6/+1 +3 +3 +6 Spirit channel 5d6, spirit quest 6 6 6 4
10th +7/+2 +3 +3 +7 Ghost champion 6 6 6 5 3
11th +8/+3 +3 +3 +7 Banish spirit, spirit channel 6d6 6 6 6 6 4
12th +9/+4 +4 +4 +8 Greater spirit protection 6 6 6 6 5 3
13th +9/+4 +4 +4 +8 Discipline power, spirit channel 7d6 6 6 6 6 6 4
14th +10/+5 +4 +4 +9 Shadow walk 6 6 6 6 6 5 3
15th +11/+6/+1 +5 +5 +9 Spirit channel 8d6 6 6 6 6 6 6 4
16th +12/+7/+2 +5 +5 +10 Tie down spirits 6 6 6 6 6 6 5 3
17th +12/+7/+2 +5 +5 +10 Spirit destination, spirit channel 9d6 6 6 6 6 6 6 6 4
18th +13/+8/+3 +6 +6 +11 Spirit loyalty 6 6 6 6 6 6 6 5 3
19th +14/+9/+4 +6 +6 +11 Ghost general, spirit channel 10d6 6 6 6 6 6 6 6 6 4
20th +15/+10/+5 +6 +6 +12 Planar deputation 6 6 6 6 6 6 6 6 6

Summary of Changed Class Abilities

These abilities of the original class are lost or modified in this archetype:

  • Spells
  • Allied Spirits
  • Orisons
  • Spirit Guide
  • Ghost Warrior
  • See The Unseen
  • Guide Concentration
  • Guide Walk
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