Difference between revisions of "Fili (Apath)"

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Revision as of 10:52, 4 August 2014

ApathApath Logo
Unofficial rules compendium

A fili is a traditional celtic bard, with druid-like abilities.

Class Information

This is a multiclass archetype.

Primary Class: Bard.

Secondary Class: Druid.

Fili have all the monk's class features except as noted here. A fili cannot multiclass as a bard, druid, or with any of their subclasses or combination classes.

Alignment: Any nonlawful.

Class Abilities

This archetype has all normal class abilities, except as noted.

Class Skills

Add Handle Animal to the fili's list of class skills.

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 of her supernatural or spell-like 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. Her alignment may restrict her from casting certain spells opposed to her moral or ethical beliefs; see Chaotic, Evil, Good, and Lawful Spells.

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

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, he gains one or more new spells, as indicated on Table: Bard Spells Known. (Unlike spells per day, the number of spells a fili knows is not affected by his Charisma score (See Table: Ability Modifiers and Bonus Spells).

Upon reaching 5th level, and at every third fili level after that (8th, 11th, and so on), a fili can choose to learn a new spell in place of one he 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, and it must be at least one level lower than the highest-level fili spell the fili can cast. 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 he gains new spells known for the level.

A fili need not prepare his spells in advance. He can cast any spell he knows at any time, assuming he has not yet used up his 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: Bard 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.

Wild Empathy (Ex)

A fili can improve the attitude of an animal. This ability functions just like a Diplomacy check made to improve the attitude of a person. The fili rolls 1d20 and adds her fili level and her Charisma modifier to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.

To use wild empathy, the fili and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal conditions. Generally, influencing an animal in this way takes 1 minute but, as with influencing people, it might take more or less time.

A fili can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but she takes a –4 penalty on the check.

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. This replaces well-versed.

Versatile Performance (Ex)

The fili can only chose versatile performance for dance, oratory, percussion, sing, string, and wind Perform fields.

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 his 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 his 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. This replaces jack of all trades.

A Thousand Faces (Su)

At 13th level, a fili gains the ability to change her appearance at will, as if using the alter self spell, but only while in her normal form.

Venom Immunity (Ex)

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

Ex-fili

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

Table: The Fili

Class
Level
Base Attack
Bonus
Fort
Save
Ref
Save
Will
Save
Special Spells per Day
1 2 3 4 5 6
1st +0 +0 +2 +2 Bardic knowledge, bardic performance, countersong, fascinate, inspire courage +1, orisons, wild empathy 1
2nd +1 +0 +3 +3 Resist nature's lure, versatile performance, 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 master 1/day 4 2
6th +4 +2 +5 +5 Suggestion, versatile performance 4 3
7th +5 +2 +5 +5 Inspire competence +3woodland 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 Trackless step, versatile performance 5 4 3 1
11th +8/+3 +3 +7 +7 Inspire competence +4, inspire courage +3, lore master 2/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 master 3/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

Summary of Changed Class Abilities

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

  • Class Skills
  • Spellcasting
  • Distraction
  • Versatile Performance
  • Well-versed
  • Jack of All Trades
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