Difference between revisions of "Shaman Eremite (Apath)"
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== Class Information == | == Class Information == | ||
This is a [[Hybrid Class (Apath) | hybrid class]], a combination of shaman and monk. It is a [[Martial Arts (Apath) | martial artist]] of the [[Martial_Arts_(Apath)#Way_of_the_Void|way of the void]]. | This is a [[Hybrid Class (Apath) | hybrid class]], a combination of shaman and monk. It is a [[Martial Arts (Apath) | martial artist]] of the [[Martial_Arts_(Apath)#Way_of_the_Void|way of the void]]. | ||
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+ | '''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. | '''Hit Die:''' d8. | ||
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===Class Skills=== | ===Class Skills=== |
Latest revision as of 22:01, 8 March 2016
Unofficial rules compendium | |
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Some shamans are more withdrawn than others.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.
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 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 shaman eremite 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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