Difference between revisions of "Cursed Animist (Apath)"

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''Sometimes said to be living backwards, an cursed animist is an eternal outcast. Unlike a normal animist that has taboos that he needs to avoid, the cursed animist gains his powers from things that are taboo - by manifesting or seeking out what others avoid he gains power. The taboo animist is often seen as weird or evil, but they are just as often kind-hearted individuals willing to help others and even save and support the very societies that made them outcasts. ''
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''Some animists labor under a curse. This happens more often to animists aligned with more extreme forces—their allies are more devout, but they also gain powerful enemies, with the power to curse. Other times it is the result of bargaining with spirits; the animist trades away his fitness or accepts a geas, and the result is a curse.  
 
 
''Some cursed animists were taken in and trained by regular animists. Others found solace from childhood bullying with an invisible friend, who tutored them and became their spirit guide.''
 
  
 
== Class Abilities ==
 
== Class Abilities ==
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Remove all ''summon nature's ally'' spells from the cursed animst's spell list. Add all ''summon monster'' spells to the cursed animst's spell list. An cursed animst always gains the latest ''summon monster'' as known spells as they gain access to a new spell level. This is a modification to summon allied spirits.
 
Remove all ''summon nature's ally'' spells from the cursed animst's spell list. Add all ''summon monster'' spells to the cursed animst's spell list. An cursed animst always gains the latest ''summon monster'' as known spells as they gain access to a new spell level. This is a modification to summon allied spirits.
  
=== Exploit Taboo ===
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=== Spirit Curse ===
The cursed draws power from being able to break taboos and social rules in the society. By flaunting a local rule or social more, the cursed animist gains a +5 circumstance bonus on Intimidate checks against humanoids.
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This is the same as the oracle's curse ability of the oracle class. The cursed animist begins with a curse at level 1 and develops new abilities from the curse at evel 5, 10, and 15. This replaces animist taboo.
 
 
=== Cursed ===
 
The cursed 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 cursed 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 cursed animist, but looks obviously unhealthy.
 
* The cursed breaks social mores in a way society will not accept. Blatant homosexuality, nudism, or transsexualism are possible examples. It is not the cursed's behavior that is defining here, but society's reaction to it. Some cultures may ostracize something as normal an adult who refuses to marry married, other cultures may accept all of the above and more and thus have no cursed of this kind.
 
* The cursed is "out of this world", speaking to invisible friends or staring into the distance in a way common people find disquieting.
 
* The cursed is associated with some horrible crime. The child of a mass-murderer or the widow of a deposed despot are examples of this
 
Whatever the reason, humanoids avoid the cursed and either throws him out, heaps him with abuse, or treats him as if he wasn't there. This does not directly affect social skills, the cursed shaman can generally use social skills make his point and convince others to take action. But base attitudes always revert to hostile whenever the current crisis is over.
 
 
 
This only ever affects groups of non-player characters. Player characters and individual NPCs are free to hold whatever attitude they want towards the cursed animist, tough most will be influenced by public opinion. The hostile attitude only applies to the cursed animist himself; his companions are not affected, and might even convince others to treat the cursed animist better in the short term.
 
 
 
This replaces animist taboo.
 
  
 
== Table: Animist==
 
== Table: Animist==

Revision as of 12:28, 23 April 2014

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Unofficial rules compendium
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Some animists labor under a curse. This happens more often to animists aligned with more extreme forces—their allies are more devout, but they also gain powerful enemies, with the power to curse. Other times it is the result of bargaining with spirits; the animist trades away his fitness or accepts a geas, and the result is a curse.

Class Abilities

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

Allied Monsters

Remove all summon nature's ally spells from the cursed animst's spell list. Add all summon monster spells to the cursed animst's spell list. An cursed animst always gains the latest summon monster as known spells as they gain access to a new spell level. This is a modification to summon allied spirits.

Spirit Curse

This is the same as the oracle's curse ability of the oracle class. The cursed animist begins with a curse at level 1 and develops new abilities from the curse at evel 5, 10, and 15. This replaces animist taboo.

Table: 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, cursed 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 Spirit ward 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 Spirit journey 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

Summary of Changed Class Abilities

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

  • Allied Spirits
  • Spirit Guide