Manifest Medium (Apath)

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Unofficial rules compendium

The manifest medium wears his channeled spirit like a suit of armor. He is a martial artist of the way of force.

Class Information

This is a martial arts archetype, a medium in spirit armor.

Class: Medium.

Hit Die: d8.

Class Features

The ghost tamer has all the mediums class features, except as follows

Weapon and Armor Proficiency

Ghost tamers are proficient with all simple weapons. They are not proficient in any armor or shields.

Ghost Armor (Su)

A character with this ability can project a powerful protective aura that functions as armor and becomes an expert at using bracers of armor. This aura is force armor, and protects against incorporeal touch attacks. It can be activated at will as a swift action, and the protection stays up until deactivated or as long as the user is conscious. At class level 4, this armor can be used alongside bracers of armor, with stacking benefits. It does not otherwise stack with armor, either normal or force. It can be affected by armor-enhancing effects like magic vestment, but such enhancements do not stack with braces or armor. This counts as heavy armor to abilities that require or work with armor and suffers a 25% chance of arcane spell failure. It provides an armor bonus of +5.

The armor created by ghost tamers looks like a manifestation of their channeled spirit, displaying a mix of the spirit's and medium's aura colors.

Ghost Touch (Su)

At 2nd level, any weapon the ghost tamer wields gains the ghost touch property while wielded. Weapons fired, thrown, or dropped lose the property at the end of the ghost tamer’s turn. This replaces shared seance.

Ghost Army (Su)

At 18th level, any weapon or armor used by an ally within 60 ft. of the ghost tamer gains the ghost touch property while wielded. Missile weapons imbue this ability on their ammunition Items fired, thrown, or dropped lose the property at the end of the wielder's turn. This replaces spacious soul.

Table: Manifest Medium

Class
Level
Base Attack
Bonus
Fort
Save
Ref
Save
Will
Save
Special Spells per Day
1 2 3 4
1st +0 +0 +0 +2 Ghost armor, knacks, spirit, spirit bonus +1, spirit power (lesser), spirit surge 1d6
2nd +1 +0 +0 +3 Ghost touch, taboo
3rd +2 +1 +1 +3 Haunt channeler
4th +3 +1 +1 +4 Spirit bonus +2 1
5th +3 +1 +1 +4 Location channel 1
6th +4 +2 +2 +5 Spirit power (intermediate) 1
7th +5 +2 +2 +5 Connection channel 1 1
8th +6/+1 +2 +2 +6 Spirit bonus +3 1 1
9th +6/+1 +3 +3 +6 Propitiation 2 1
10th +7/+2 +3 +3 +7 Spirit surge 1d8 2 1 1
11th +8/+3 +3 +3 +7 Spirit power (greater) 2 1 1
12th +9/+4 +4 +4 +8 Spirit bonus +4 2 2 1
13th +9/+4 +4 +4 +8 Ask the spirits 3 2 1 1
14th +10/+5 +4 +4 +9 Astral journey 3 2 1 1
15th +11/+6/+1 +5 +5 +9 Trance of three 3 2 2 1
16th +12/+7/+2 +5 +5 +10 Spirit bonus +5 3 3 2 1
17th +12/+7/+2 +5 +5 +10 Spirit power (supreme) 4 3 2 1
18th +13/+8/+3 +6 +6 +11 Ghost army 4 3 2 2
19th +14/+9/+4 +6 +6 +11 Spirit mastery 4 3 3 2
20th +15/+10/+5 +6 +6 +12 Astral beacon, spirit bonus +6, spirit surge 1d10 4 4 3 2

Summary of Changed Class Abilities

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

  • Armor Proficiency
  • Seance
  • Spacious Soul


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