Fili (Apath)

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Unofficial rules compendium

A fili is a traditional Celtic bard or skald with druid-like abilities. Judges, heralds, and arbiters in a barbaric society, fili are free from tribal obligations and champions the culture as a whole.

This archetype is close to the bard as it first appeared in the game.

Class Information

This is a hybrid class, a combination of druid and either bard or skald.

Publisher: Trailseeker.

Alignment: Any nonlawful.

Hit dice: d8.

Class Features

This archetype has all the class features of either the bard's or skald's, except as noted.

Class Skills

The fili's class skills are Acrobatics (Dex), Appraise (Int), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Handle Animal (Cha), Intimidate (Cha), Knowledge (all) (Int), Linguistics (Int), Perception (Wis), Perform (Cha), Profession (Wis), Ride (Dex), Sense Motive (Wis), Sleight of Hand (Dex), Spellcraft (Int), Stealth (Dex), Survival (Wis), Swim (Str), Use Magic Device (Cha).

Skill Ranks Per Level: 6 + Int modifier.

Weapon and Armor Proficiency

Filis are proficient with the following weapons: club, dagger, dart, longsword, quarterstaff, scimitar, shortspear, shortsword, sling, and spear. Filis are proficient with light and medium armor but are prohibited from wearing metal armor; thus, they may wear only padded, leather, or hide armor. A fili may also wear wooden armor that has been altered by the ironwood spell so that it functions as though it were steel. See the ironwood spell description. Filis are proficient with shields (except tower shields) but must use only wooden ones. A fili who wears prohibited armor or uses a prohibited shield is unable to cast fili spells or use any supernatural or spell-like fili class abilities while doing so and for 24 hours thereafter.

Spells

A fili casts divine spells, which are drawn from the druid spell list. As a divine spell caster, she may cast spells in armor with no chance of spell failure but not in metal armor (see weapon and armor proficiency). Her alignment may restrict her from casting certain spells opposed to her moral or ethical beliefs; see Chaotic, Evil, Good, and Lawful Spells. Every fili spell has a verbal component—these verbal components can take the form of song, recitation, or even non-verbal music like percussion. To learn or cast a spell, a fili must have a Charisma score equal to at least 10 + the spell's level. The saving throw DC against a skald's spell is 10 + the spell's level + the skald's Charisma modifier.

Like other spellcasters, a fili can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: Fili. In addition, she receives bonus spells per day if she has a high Charisma score.

Table: Fili Spells Known
Level Spells Known
Zero 1st 2nd 3rd 4th 5th 6th
1st 4 2
2nd 5 3
3rd 6 4
4th 6 4 2
5th 6 4 3
6th 6 4 4
7th 6 5 4 2
8th 6 5 4 3
9th 6 5 4 4
10th 6 5 5 4 2
11th 6 6 5 4 3
12th 6 6 5 4 4
13th 6 6 5 5 4 2
14th 6 6 6 5 4 3
15th 6 6 6 5 4 4
16th 6 6 6 5 5 4 2
17th 6 6 6 6 5 4 3
18th 6 6 6 6 5 4 4
19th 6 6 6 6 5 5 4
20th 6 6 6 6 6 5 5

The fili’s selection of spells is extremely limited. A fili begins play knowing four 0-level spells and two 1st-level spells of the fili’s choice. At each new fili level, she gains one or more new spells, as indicated on Table: Fili Spells Known. (Unlike spells per day, the number of spells a fili knows is not affected by her Charisma score (See Table: Ability Modifiers and Bonus Spells).

Upon reaching 4th level, and at every third fili level after that (7th, 10th, and so on), a fili can choose to learn a new spell in place of one she already knows. In effect, the fili “loses” the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged. A fili may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that she gains new spells known for the level.

A fili need not prepare her spells in advance. She can cast any spell she knows at any time, assuming she has not yet used up her allotment of spells per day for the spell’s level.

Orisons (Sp)

Filis learn a number of orisons, or 0-level druid spells, as noted on Table: Fili Spells Known under "Spells Known." These spells are cast like any other spell, but they do not consume any slots and may be used again. This replaces cantrips.

No Scribe Scroll

A scald fili does not gain Scribe Scroll as a bonus feat at first level. She can still take this feat as a normal feat selection. This and the lack of wild performance and a thousand faces replaces the 2 additional skill points per level a fili gains compared to a skald.

Wild Performance (Sp)

A bard fili (but not a skald fili) can use bardic performance to cast charm animal on an animal within 30 ft. The caster level is equal to the fili's class level. The Will saving throw DC is 10 +1/2 the fili's class level + the fili's Charisma modifier. An animal that succeeds at this saving throw cannot be affected by this fili's wild performance again until 24 hours have passed.

It takes one round of performance to charm an animal for one hour; the fili charm multiple animals one after the other and can extend this effect for another hour by spending another round of bardic music for each animal.

A fili can also use this ability to charm a magical beast with an Intelligence score of 1 or 2, but the beast gains a +4 bonus on its Will saving throw. This replaces distraction.

Resist Nature’s Lure (Ex)

Starting at 2nd level, a fili gains a +4 bonus on saving throws against the spell-like and supernatural abilities of fey. This bonus also applies to spells and effects that target plants, such as blight, entangle, spike growth, and warp wood.

Animal Companion (Ex)

At 4th level, a fili forms a bond with an animal companion. This animal is a loyal companion that accompanies the fili on her adventures as appropriate for its kind. This ability functions like the druid animal companion ability (which is part of the Nature Bond class feature), except that the fili's effective druid level is equal to her fili level –3.

Woodland Stride (Ex)

Starting at 7th level, a fili may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at her normal speed and without taking damage or suffering any other impairment. Thorns, briars, and overgrown areas that have been magically manipulated to impede motion, however, still affect her.

Trackless Step (Ex)

Starting at 10th level, a fili leaves no trail in natural surroundings and cannot be tracked. She may choose to leave a trail if so desired.

A Thousand Faces (Su)

At 13th level, a bard fili (but not a scald fili) gains the ability to change her appearance at will, as if using the alter self spell. The fili gains no ability score modifications from this ability.

Venom Immunity (Ex)

At 16th level, a fili gains immunity to all poisons.

Ex-fili

A fili who grossly violates the code of conduct required by her faith loses all spells and class features, except for weapon, armor and shield proficiencies. She cannot thereafter gain levels as a fili of that faith until she atones (see the atonement spell description).

Table: Bard Fili

Level Base
Attack
Bonus
Fort
Save
Ref
Save
Will
Save
Special Spells per Day
1st 2nd 3rd 4th 5th 6th
1st +0 +0 +2 +2 Bardic knowledge, bardic performance, cantrips, countersong, fascinate, inspire courage+1, wild performance 1
2nd +1 +0 +3 +3 Versatile performance, resist nature's lure, well-versed 2
3rd +2 +1 +3 +3 Inspire competence+2 3
4th +3 +1 +4 +4 Animal companion 3 1
5th +3 +1 +4 +4 Inspire courage+2, lore master1/day 4 2
6th +4 +2 +5 +5 Suggestion, versatile performance 4 3
7th +5 +2 +5 +5 Inspire competence+3, woodland stride 4 3 1
8th +6/+1 +2 +6 +6 Dirge of doom 4 4 2
9th +6/+1 +3 +6 +6 Inspire greatness 5 4 3
10th +7/+2 +3 +7 +7 Jack-of-all-trades, trackless step, versatile performance 5 4 3 1
11th +8/+3 +3 +7 +7 Inspire competence+4, inspire courage+3, lore master2/day 5 4 4 2
12th +9/+4 +4 +8 +8 Soothing performance 5 5 4 3
13th +9/+4 +4 +8 +8 A thousand faces 5 5 4 3 1
14th +10/+5 +4 +9 +9 Frightening tune, versatile performance 5 5 4 4 2
15th +11/+6/+1 +5 +9 +9 Inspire competence+5, inspire heroics 5 5 5 4 3
16th +12/+7/+2 +5 +10 +10 Venom immunity 5 5 5 4 3 1
17th +12/+7/+2 +5 +10 +10 Inspire courage+4, lore master3/day 5 5 5 4 4 2
18th +13/+8/+3 +6 +11 +11 Mass suggestion, versatile performance 5 5 5 5 4 3
19th +14/+9/+4 +6 +11 +11 Inspire competence+6 5 5 5 5 5 4
20th +15/+10/+5 +6 +12 +12 Deadly performance 5 5 5 5 5 5

Table: Skald Fili

Level Base
Attack
Bonus
Fort
Save
Ref
Save
Will
Save
Special Spells per Day
1st 2nd 3rd 4th 5th 6th
1st +0 +2 +0 +2 Bardic knowledge, cantrips, inspired rage (+2 Str/Con), raging song 1
2nd +1 +3 +0 +3 Versatile performance, resist nature's lure, well-versed 2
3rd +2 +3 +1 +3 Rage power, song of marching 3
4th +3 +4 +1 +4 Animal companion, inspired rage, uncanny dodge 3 1
5th +3 +4 +1 +4 Spell kenning 1/day 4 2
6th +4 +5 +2 +5 Rage power, song of strength 4 3
7th +5 +5 +2 +5 Lore master 1/day, versatile performance, woodland stride 4 3 1
8th +6/ +1 +6 +2 +6 Improved uncanny dodge, inspired rage (+4 Str/Con) 4 4 2
9th +6/ +1 +6 +3 +6 Rage power, DR 1/— 5 4 3
10th +7/ +2 +7 +3 +7 Dirge of doom, trackless step 5 4 3 1
11th +8/ +3 +7 +3 +7 Spell kenning 2/day 5 4 4 2
12th +9/ +4 +8 +4 +8 Inspired rage, rage power, versatile performance 5 5 4 3
13th +9/ +4 +8 +4 +8 Lore master 2/day 5 5 4 3 1
14th +10/ +5 +9 +4 +9 DR 2/—, song of the fallen 5 5 4 4 2
15th +11/ +6/ +1 +9 +5 +9 Rage power 5 5 5 4 3
16th +12/ +7/ +2 +10 +5 +10 Inspired rage (+6 Str/Con), venom immunity 5 5 5 4 3 1
17th +12/ +7/ +2 +10 +5 +10 Spell kenning 3/day, versatile performance 5 5 5 4 4 2
18th +13/ +8/ +3 +11 +6 +11 Rage power 5 5 5 5 4 3
19th +14/ +9/ +4 +11 +6 +11 DR 3/—, lore master 3/day 5 5 5 5 5 4
20th +15/ +10/ +5 +12 +6 +12 Inspired rage, master skald 5 5 5 5 5 5

Summary of Changed Bard Class Abilities

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

  • Armor Proficiency
  • Class Skills
  • Spellcasting
  • Distraction

Summary of Changed Skald Class Abilities

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

  • Armor Proficiency
  • Class Skills
  • Skill Points Per Level
  • Spellcasting


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