Untouchable Animist (Apath)

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Unofficial rules compendium

Sometimes said to be living life backwards, an untouchable animist is an eternal outcast. Unlike a normal animist that has taboos that he needs to avoid, the untouchable animist gains power from things that are anathema—manifesting or seeking out what others avoid. The taboo animist is seen as disgusting, weird, or evil, but they are just as often kind-hearted individuals willing to help others and even save the very societies that made them outcasts.

Many untouchable animists are self-taught and found solace from bullying with an invisible friend, who tutored them and became their spirit guide.

The untouchable animist is a role-playing challenge with little in-game benefit. It is intended strictly for those who enjoy this kind of challenge. Be aware that you'll be playing an outsider.

Class Information

This is a animist archetype.

Hit Dice: d8.

Class Abilities

The untouchable animist man has all animist class abilities, except as noted.

Allied Monsters

Remove all summon nature's ally spells from the untouchable animst's spell list. Add all summon monster spells to the untouchable animst's spell list. An untouchable animst always gains the latest summon monster as known spells as they gain access to a new spell level. These spells cannot be exchanged for different spells at higher levels. Allied monsters replaces allied spirits.

Exploit Taboo

The untouchable draws power from being able to break taboos and social rules in the society. By flaunting a local rule or social more, the untouchable animist gains a +5 circumstance bonus on Intimidate checks against humanoids.

Untouchable

The untouchable animist is marked in some clear and obvious way, making all he meets aware of his position as an outcast. This can take many forms.

  • The untouchable carries the scars of some horrible disease or affliction. Leprosy, elephantiasis, albinism, or psoriasis are all possible examples in their extreme forms. This condition is not contagious by exposure to the untouchable animist, but looks obviously unhealthy.
  • The untouchable breaks social mores in a way society will not accept. Blatant cannibalism, homosexuality, nudism, sado-machochism, or transsexualism are possible examples. It is not the untouchable's behavior that is defining here, but society's reaction to it. Some cultures may ostracize an adult who simply refuses to marry, other cultures may accept all of the above and more and thus have few untouchables of this kind.
  • The untouchable is "out of this world", speaking to invisible friends or staring into the distance in a blatant way common people find disquieting.
  • The untouchable is associated with some horrible crime. The child of a mass-murderer or the widow of a deposed despot are examples of this.
  • The untouchable is so saintly, demonic or otherwise odd in his appearance, behavior, and demeanor that normal people cannot accept him. Such an untouchable animist may be surrounded by a magical aura, weird light and noise, or other minor magical effects.

Whatever the reason, humanoids have a base attitude of hostile towards the untouchable animist, avoids him and either throws him out, bullies him, or treats him as if he wasn't there. If they agree to trade with him at all, they generally charge 200% cost for most goods and services, and a staggering 500% for personal services, housing, and food. Most people will not bye anything from an untouchable animist. The best recourse for the untouchable is often to trade only through friends, but even then the price of personal services, housing, and food remains the same. This does not directly affect social skills, the untouchable animist can use social skills normally. But an improved base attitudes always revert to hostile whenever the current situation is over.

Obviously, not all groups of humanoids will react the same. Elves might tolerate what dwarfs don't. But the majority of humanoids in the campaign should have a strong negative reaction to the character, with only occasional exceptions for contrast.

Being untouchable only ever affects groups of non-player characters. Player characters and individual NPCs are free to hold whatever attitude they want towards the untouchable animist, tough most will be influenced by public opinion. The hostile attitude only applies to the untouchable animist himself; his companions are not affected, and might even convince others to treat the untouchable animist better in the short term.

This replaces animist taboo.

Protective Revulsion (Su)

Creatures are unwilling to come close to the untouchable or interact for fear of getting tainted. A creature trying to target the untouchable animist with an attack or effect, or to move adjacent, must make a Will save (DC equal to 10 + ½ class level + Charisma modifier) or they hesitate and lose the action. They cannot take another action instead, but can try this or another action later to gain another saving throw. Once a creature has saved against this ability, it automatically succeeds at any saving throws against that untouchable animists protective revulsion for the next 24 hours. Including the untouchable in an area effect does not trigger protective revulsion. This is a mind-affecting fear effect that does not affect creatures of Intelligence 2 or lower. Creatures with an attitude of helpful are immune, including all party members. This replaces spirit ward.

Table: Untouchable Animist

Class
Level
Base Attack
Bonus
Fort
Save
Ref
Save
Will
Save
Special Spells per Day
1 2 3 4 5 6 7 8 9
1st 1st +0 +0 +0 +2 Allied monsters, detect spirits, exploit taboo, orisons, spirit guide, spirit channel 1d6, untouchable 2
2nd +1 +0 +0 +3 Placate spirit 3
3rd +2 +1 +1 +3 Spirit protection, spirit channel 2d6 4
4th +3 +1 +1 +4 Ghost warrior 5 3
5th +3 +1 +1 +4 See the unseen, spirit channel 3d6 6 5
6th +4 +2 +2 +5 Protective revulsion 6 5 3
7th +5 +2 +2 +5 Seal spirit, spirit channel 4d6 6 6 4
8th +6/+1 +2 +2 +6 Exorcism 6 6 5 3
9th +6/+1 +3 +3 +6 Spirit channel 5d6, spirit quest 6 6 6 4
10th +7/+2 +3 +3 +7 Ghost champion 6 6 6 5 3
11th +8/+3 +3 +3 +7 Banish spirit, spirit channel 6d6 6 6 6 6 4
12th +9/+4 +4 +4 +8 Greater spirit protection 6 6 6 6 5 3
13th +9/+4 +4 +4 +8 Guide concentration, spirit channel 7d6 6 6 6 6 6 4
14th +10/+5 +4 +4 +9 Shadow walk 6 6 6 6 6 5 3
15th +11/+6/+1 +5 +5 +9 Guide walk, spirit channel 8d6 6 6 6 6 6 6 4
16th +12/+7/+2 +5 +5 +10 Tie down spirits 6 6 6 6 6 6 5 3
17th +12/+7/+2 +5 +5 +10 Spirit destination, spirit channel 9d6 6 6 6 6 6 6 6 4
18th +13/+8/+3 +6 +6 +11 Spirit loyalty 6 6 6 6 6 6 6 5 3
19th +14/+9/+4 +6 +6 +11 Ghost general, spirit channel 10d6 6 6 6 6 6 6 6 6 4
20th +15/+10/+5 +6 +6 +12 Planar deputation 6 6 6 6 6 6 6 6 5

Ex-Untouchable Animists

An untouchable animist that is cured of his condition, moves to a locale where he is not an outcast, or otherwise gets around his untouchable limitation needs to adopt a taboo and hereafter functions as a normal animist. Some untouchable animists prefer to adopt new antisocial behaviors or even self-scarring to remain outcasts.

Summary of Changed Class Abilities

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

  • Allied Spirits
  • Animist Taboo
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