Difference between revisions of "Verbena (Apath)"
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=== Weapon and Armor Proficiency === | === Weapon and Armor Proficiency === | ||
A verbena is proficient with all simple weapons, the | A verbena is proficient with all simple weapons, the | ||
+ | club, | ||
kukri, | kukri, | ||
machete, | machete, | ||
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and with light armor and shields (except tower shields). | 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 sap | + | 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 === | === Spells === |
Revision as of 12:09, 4 October 2016
Unofficial rules compendium | |
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Verbena are animists and psychic spellcasters. 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 and what they see as unnatural powers. Subtle to the brink of being inscrutable, verbena have an indirect connection to spirits and rarely summon spirits in material form.
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. This means that they replace verbal and somatic components with thought and emotion components.
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 not all psychic disciplines work for verbena, as they may lack class features or spells required for the discipline to work. Also 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 a phrenic pool, and can spend points on abilities gained from her psychic discipline. In addition, he can spend two points from the phrenic pool to use spirit channel without counting it against the daily limit. This replaces spirit guide, ghost warrior, guide concentration, and guide walk.
Second Taboo
A verbena's relationship to the spirits is more complex than a normal animist's, and he must accept two taboos.
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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