Difference between revisions of "Shaman Eremite (Apath)"

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=== Ghost Touch (Su) ===
 
=== Ghost Touch (Su) ===
 
Any weapon the ghost tamer wields gains the ''[http://www.d20pfsrd.com/magic-items/magic-weapons#TOC-Ghost-Touch ghost touch]'' property while wielded. Weapons fired, thrown, or dropped lose the property at the end of the ghost tamer’s turn. This replaces spirit animal. An shaman eremite communes with spirits directly to prepare her spells and hexes.
 
Any weapon the ghost tamer wields gains the ''[http://www.d20pfsrd.com/magic-items/magic-weapons#TOC-Ghost-Touch ghost touch]'' property while wielded. Weapons fired, thrown, or dropped lose the property at the end of the ghost tamer’s turn. This replaces spirit animal. An shaman eremite communes with spirits directly to prepare her spells and hexes.
 
== Table: The Shaman eremite  ==
 
  
 
== Summary of Changed Class Abilities ==
 
== Summary of Changed Class Abilities ==

Revision as of 15:12, 26 January 2016

ApathApath Logo
Unofficial rules compendium

Some shamans are more withdrawn than others. In isolation they cultivate an affinity for the spirit that allows them to avoid many of the entanglements of the material world. They learn to seek the protection of spirits and the spirit world against attacks. This makes them martial artists of the path of spirit.

Class Information

This is a hybrid class, a combination of shaman and monk. It is a martial artist of the way of the void.

Hit Die: d8.

Starting Wealth: 2d6 × 10 gp (average 70 gp.) In addition, each character begins play with an outfit worth 10 gp or less.

Class Skills

The shaman eremite's class skills are Acrobatics (Dex), Climb (Str), Craft (Int), Escape Artist (Dex), Fly (Dex), Heal (Wis), Knowledge (nature)(Int), Knowledge (planes)(Int), Knowledge (religion)(Int), Profession (Wis), Ride (Dex), Spellcraft (Int), and Survival (Wis).

Skill Ranks at Each Level: 4 + Int modifier.

Class Abilities

The shaman eremite has all the shaman's class abilities, except as noted.

Weapon and Armor Proficiency

Shaman eremites are proficient with all simple weapons. They have no proficiency with armor or shields

AC Bonus (Ex)

When unarmored, unencumbered, and unarmed or wielding a weapon they are proficient in, the shaman eremite adds her Wisdom bonus (if any) to her AC. In addition, an shaman eremite gains a +1 bonus to AC at 5th level. This bonus increases by 1 for every five shaman eremite levels thereafter (+2 at 10th, +3 at 15th, and +4 at 20th level).

These bonuses to AC apply even against touch attacks or when the shaman eremite is flat-footed. She loses these bonuses when she is immobilized or helpless, when she wears any armor, when she carries a shield, or when she carries a medium or heavy load.

Ghost Touch (Su)

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 spirit animal. An shaman eremite communes with spirits directly to prepare her spells and hexes.

Summary of Changed Class Abilities

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

  • Class Skills
  • Armor Proficiency
  • Spirit Animal


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