Medicine Man (Apath)
Unofficial rules compendium | |
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Medicine men (and women) are similar to animists, but more focused on dealing with spirits, negotiating for "spirit medicine", the power to work specific miracles on demand. This makes them more flexible spellcasters than normal animists, but less able to provide spiritual defense for their community.
Class Abilities
A medicine man has all normal animist class abilities, except as noted.
Spellcasting
Each medicine man must choose a time of day when he must spend 1 hour in quiet meditation to regain her daily allotment of spells and bargain with the spirits for the specific spells he knows on that day.
Like an animist, a medicine man knows only a small number of spells. However, each day a medicine man may change the spells he knows. When a medicine man meditates to regain her daily allotment of spells, he sends forth her spirit guide to bargain with the spirits and retrieve knowledge of the specific spells he will be able to use that day. He can cast any spell he has retrieved at any time, assuming he has not yet used up her spells per day for that spell level.
Metamagic
If a medicine man knows any metamagic feats, she applies them to her spells when she retrieves them for the day. For example, a medicine man might choose to retrieve an empowered flame strike by using a 6th-level spell known. Any time she uses flame strike during the ensuing day, she must use a 6th-level spell slot to cast it, and it is always empowered. A medicine man could use a 4th-level spell slot and a 6th-level spell slot to retrieve flame strike and empowered flame strike if she wanted to have both spells available to her in a day. A medicine man cannot choose to alter her spells with metamagic feats on the fly, as other spontaneous casters do. Medicine mans using metamagic feats do not have an increased casting time as sorcerers do.
Banish Spirit
This is the same as the animist ability, but the medicine man can use it once per day at level 14, and an additional time per day for every three additional animist levels. This only works against extra-planar creatures.
Mercenary Spirits
Because the medicine man bargains with a multitude of spirits for specific services rather than developing close relations with specific favored spirits, he does not have the same link to spirits that a normal animist has and does not receive the same protection and guidance. The medicine man lacks these animist class abilities: Spirit Guide, Summon Allied Spirits , Spirit Channel, Placate spirit, Spirit Protection, Spirit Ward, Spirit Quest, Greater Spirit Protection, Guide Concentration, Spirit Journey, Guide Walk, Weaken Spirits, Spirit Destination, Spirit Loyalty, and Planar Deputation.
Table: The Medicine Man
Class Level |
Base Attack Bonus |
Fort Save |
Ref Save |
Will Save |
Special | Spells per Day | Spells Known | |||||||||||||||||
1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 0 | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | ||||||
1st | +0 | +0 | +0 | +2 | Detect spirits, orisons, animist taboo | 2 | 4 | 2 | ||||||||||||||||
2nd | +1 | +0 | +0 | +3 | 3 | 5 | 2 | |||||||||||||||||
3rd | +2 | +1 | +1 | +3 | 4 | 5 | 3 | |||||||||||||||||
4th | +3 | +1 | +1 | +4 | Ghost body | 5 | 3 | 6 | 3 | 1 | ||||||||||||||
5th | +3 | +1 | +1 | +4 | Exorcism | 6 | 5 | 6 | 4 | 2 | ||||||||||||||
6th | +4 | +2 | +2 | +5 | 6 | 5 | 3 | 7 | 4 | 2 | 1 | |||||||||||||
7th | +5 | +2 | +2 | +5 | Seal spirit | 6 | 6 | 4 | 7 | 5 | 3 | 2 | ||||||||||||
8th | +6/+1 | +2 | +2 | +6 | See the unseen | 6 | 6 | 5 | 3 | 8 | 5 | 3 | 2 | 1 | ||||||||||
9th | +6/+1 | +3 | +3 | +6 | 6 | 6 | 6 | 4 | 8 | 5 | 4 | 3 | 2 | |||||||||||
10th | +7/+2 | +3 | +3 | +7 | Ghost warrior | 6 | 6 | 6 | 5 | 3 | 9 | 5 | 4 | 3 | 2 | 1 | ||||||||
11th | +8/+3 | +3 | +3 | +7 | 6 | 6 | 6 | 6 | 4 | 9 | 5 | 5 | 4 | 3 | 2 | |||||||||
12th | +9/+4 | +4 | +4 | +8 | 6 | 6 | 6 | 6 | 5 | 3 | 9 | 5 | 5 | 4 | 3 | 2 | 1 | |||||||
13th | +9/+4 | +4 | +4 | +8 | 6 | 6 | 6 | 6 | 6 | 4 | 9 | 5 | 5 | 4 | 4 | 3 | 2 | |||||||
14th | +10/+5 | +4 | +4 | +9 | Banish spirit (1/day) | 6 | 6 | 6 | 6 | 6 | 5 | 3 | 9 | 5 | 5 | 4 | 4 | 3 | 2 | 1 | ||||
15th | +11/+6/+1 | +5 | +5 | +9 | 6 | 6 | 6 | 6 | 6 | 6 | 4 | 9 | 5 | 5 | 4 | 4 | 4 | 3 | 2 | |||||
16th | +12/+7/+2 | +5 | +5 | +10 | 6 | 6 | 6 | 6 | 6 | 6 | 5 | 3 | 9 | 5 | 5 | 4 | 4 | 4 | 3 | 2 | 1 | |||
17th | +12/+7/+2 | +5 | +5 | +10 | Banish spirit (2/day) | 6 | 6 | 6 | 6 | 6 | 6 | 6 | 4 | 9 | 5 | 5 | 4 | 4 | 4 | 4 | 3 | 2 | ||
18th | +13/+8/+3 | +6 | +6 | +11 | 6 | 6 | 6 | 6 | 6 | 6 | 6 | 5 | 3 | 9 | 5 | 5 | 4 | 4 | 4 | 4 | 3 | 2 | 1 | |
19th | +14/+9/+4 | +6 | +6 | +11 | Ghost general | 6 | 6 | 6 | 6 | 6 | 6 | 6 | 6 | 4 | 9 | 5 | 5 | 4 | 4 | 4 | 4 | 4 | 3 | 2 |
20th | +15/+10/+5 | +6 | +6 | +12 | Banish spirit (3/day) | 6 | 6 | 6 | 6 | 6 | 6 | 6 | 6 | 5 | 9 | 5 | 5 | 4 | 4 | 4 | 4 | 4 | 3 | 3 |
Summary of Changed Class Abilities
These abilities of the original class are lost or modified in this archetype:
- Spells
- Spirit Guide
- Summon Allied Spirits
- Spirit Channel
- Placate spirit
- Spirit Protection
- Spirit Ward
- Spirit Quest
- Banish Spirit
- Greater Spirit Protection
- Guide Concentration
- Spirit Journey
- Guide Walk
- Weaken Spirits
- Spirit Destination
- Spirit Loyalty
- Planar Deputation