Spook (Apath)

From Hastur
Jump to: navigation, search
ApathApath Logo
Unofficial rules compendium

The spook uses power as a shield and shoots beams of power from her eyes. She is literally armed and armored in force. Spooks are martial artists of the way of force.

Class Information

This is a force armor archetype.

Class: Spiritualist.

Starting Wealth: 1d6 x 10 gp (average 35 gp.) In addition, each character begins play with an outfit worth 10 gp or less.

Hit Die: d8.

Class Abilities

The following class abilities are affected by this archetype:

Weapon and Armor Proficiency

A spiritualist is proficient with all simple weapons, kukris, saps, and scythes, but not proficient with any armor or shields.

Force Spells (Ex)

Add the following to the spook's spell list at the indicated levels. A spook does not automatically know these spells, they must be selected as known spells in the usual manner.

  1. Magic Missile
  2. Pilfering Hand
  3. Twilight Knife
  4. Telekinetic Charge
  5. Leashed Shackles
  6. Mage’s Sword

Phantom Armor (Sp)

At 4th level the armor bonus of mage armor and bracers of armor stack when worn by a spook. These bonuses do not otherwise stack with armor, either normal or force. The armor created by spooks looks similar to their phantom, displaying a mix of the phantom's and spiritualist's aura colors.

Summary of Changed Class Abilities

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

  • Armor Proficiency

OGL logo.png The text in this article is Open Game Content. It is covered by the Open Game License v1.0a, rather than the Hastur copyright. To distinguish it, these items will have this notice. If you see any page that contains OGL material and does not show this license statement, please contact one of the Hastur administrators. Please note that images used in article may have different copyright than the text.