Animal Mystic (Apath)
Unofficial rules compendium | |
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Animal mystic is a druid archetype that focuses on martial arts, emulating the combat styles of wild animals.
Weapon and Armor Proficiency
Animal mystics are proficient with club, dagger, handaxe, javelin, and slimg. They have no proficiency with armor or shields.
Class Skills
Add Acrobatics (Dex) to the Animal Mystic's list of class skills.
=== AC Bonus=== (Ex) When unarmored and unencumbered, the animal mystic adds her Wisdom bonus (if any) to her AC. In addition, a animal mystic gains a +1 bonus to AC at 5th level. This bonus increases by 1 for every five animal mystic 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 animal mystic 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.
This stacks with similar abilities of other classes, but only a single ability modifier (besides Dexterity) can be applied to Armor Class.
This replaces Wild Shape and A Thousand Faces.
Unarmed Fighting (Ex)
A animal mystic gains Improved Unarmed Combat as a bonus feat at first level and inflicts 1d6 damage with an unarmed attack. A animal mystic's attacks with his hands in claw-like motion. There is no such thing as an off-hand attack for a animal mystic striking unarmed. An animal mystic may thus apply his full Strength bonus on damage rolls for all his unarmed strikes.
Usually a animal mystic's unarmed strikes deal lethal slashing or bludgeoning damage, but he can choose to deal nonlethal damage instead with no penalty on his attack roll. He has the same choice to deal lethal or nonlethal damage while grappling.
The damage of the animal mystic increases with base attack bonus; when base attack bonus reaches +4, unarmed damage becomes 1d8. At base attack +8 unarmed damage becomes 1d10, and at +12 it becomes 2d6.