|Unofficial rules compendium|
Bokor are animists who 'serve with both hands', meaning they practice both good and evil magic. They have a focus on death and the undead, their dress and paraphernalia include skulls and other symbols of death. Bokors tend to be neutral or evil in alignment, good bokors are certainly possible but regarded with suspicion.
This is a animist archetype.
Hit Dice: d8.
The bokor has all normal animist class abilities, except as noted.
Add the following to the bokor's spell list. These spells do not automatically become known to the bokor and must be added to known spells in the usual fashion.
1st level - cause fear.
2nd level - command undead.
3rd level - speak with dead.
4th level - animate dead.
5th level - dominate person.
6th level - create undead.
7th level - control undead.
8th level - greater create undead.
9th level - soul bind.
Remove all summon nature's ally spells from the bokor's spell list. Add all rouse undead spells to the bokor's spell list. A bokor always gains the latest rouse monster as known spells as they gain access to a new spell level. These spells cannot be exchanged for different spells at higher levels. Allied undead replaces allied spirits.
The spirit guide of a bokor is usually an ancestor or a bokor from an earlier time, but occasionally an animal associated with death or poison, such as a snake or raven. The dead guide functions just like a regular spirit guide, but changes the personality of the spirit guide.
If the bokor uses this as a prerequisite for the Summon Quick Ally, that feat can be used with rouse undead spells, but the bokor must choose one of these kinds of undead: chaotic evil undead, incorporeal undead, lawful evil undead, mindless undead, neutral evil undead. The alignment categories do not include incorporeal or mindless undead of that alignment.
Turn and Control Undead
Consecrate or Desecrate (Sp)
Lease on Life (Sp)
At 10th level, once per day, a bokor can cast temporary resurrection. This is a 10-minute ritual but requires no materials besides the sacrifice of a living creature (typically a goat). The target to be resurrected need not be willing, but an unwilling target gets a Will save to prevent being resurrected. The bokor gains an additional daily use of this ability at level 14 and 18. This replaces ghost champion.
Life Trade (Sp)
At 19th level, once per day, you can cast true resurrection. This is a one-hour ritual that requires the sacrifice of food, recreational drugs, living animals, hostages (counting ransom value), or slaves to a total value of 25,000 gp. At least one living creature must be sacrificed. A sentient willing sacrifice can be used to substitute for these expensive components. This replaces ghost general.
| Base Attack
|Special||Spells per Day|
|1st||+0||+0||+0||+2||Allied monsters, animist taboo, dead guide, detect spirits, orisons, spirit channel 1d6||3||—||—||—||—||—||—||—||—|
|2nd||+1||+0||+0||+3||Turn and control undead||4||—||—||—||—||—||—||—||—|
|3rd||+2||+1||+1||+3||Spirit protection, spirit channel 2d6||5||—||—||—||—||—||—||—||—|
|4th||+3||+1||+1||+4||Turn and control undead||6||3||—||—||—||—||—||—||—|
|5th||+3||+1||+1||+4||See the unseen, spirit channel 3d6||6||4||—||—||—||—||—||—||—|
|6th||+4||+2||+2||+5||Consecrate or desecrate||6||5||3||—||—||—||—||—||—|
|7th||+5||+2||+2||+5||Seal spirit, spirit channel 4d6||6||6||4||—||—||—||—||—||—|
|9th||+6/+1||+3||+3||+6||Spirit channel 5d6, Spirit quest||6||6||6||4||—||—||—||—||—|
|10th||+7/+2||+3||+3||+7||Lease on life||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||Guide concentration, spirit channel 7d6||6||6||6||6||6||4||—||—||—|
|15th||+11/+6/+1||+5||+5||+9||Guide walk, 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||—|
|19th||+14/+9/+4||+6||+6||+11||Life trade, spirit channel 10d6||6||6||6||6||6||6||6||6||4|
Summary of Changed Class Abilities
These abilities of the original class are lost or modified in this archetype:
- Summon Allied Spirits
- Placate Spirit
- Spirit Ward
- Ghost Warrior
- Ghost General
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