Fili (Apath)

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Unofficial rules compendium

A fili is a traditional celtic fili, with druid-like abilities.

Weapon and Armor Proficiency Filis are proficient with the following weapons: club, dagger, dart, longsword, quarterstaff, scimitar, shortspear, shortsword, sling, and spear. Filis are proficient with light and medium armor but are prohibited from wearing metal armor; thus, they may wear only padded, leather, or hide armor. A fili may also wear wooden armor that has been altered by the ironwood spell so that it functions as though it were steel. See the ironwood spell description. Filis are proficient with shields (except tower shields) but must use only wooden ones. A fili who wears prohibited armor or uses a prohibited shield is unable to cast fili spells or use any of her supernatural or spell-like class abilities while doing so and for 24 hours thereafter.

Spellcasting

A fili casts divine spells, which are drawn from the druid spell list. Her alignment may restrict her from casting certain spells opposed to her moral or ethical beliefs; see Chaotic, Evil, Good, and Lawful Spells. Like other spellcasters, a fili can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: Bard. In addition, he receives bonus spells per day if he has a high Charisma score. The fili’s selection of spells is extremely limited. A fili begins play knowing four 0-level spells and two 1st-level spells of the fili’s choice. At each new fili level, he gains one or more new spells, as indicated on Table: Bard Spells Known. (Unlike spells per day, the number of spells a fili knows is not affected by his Charisma score (See Table: Ability Modifiers and Bonus Spells). Upon reaching 5th level, and at every third fili level after that (8th, 11th, and so on), a fili can choose to learn a new spell in place of one he already knows. In effect, the fili “loses” the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least one level lower than the highest-level fili spell the fili can cast. A fili may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that he gains new spells known for the level. A fili need not prepare his spells in advance. He can cast any spell he knows at any time, assuming he has not yet used up his allotment of spells per day for the spell’s level.

Chaotic, Evil, Good, and Lawful Spells

A fili can’t cast spells of an alignment opposed to her own or her deity’s (if she has one). Spells associated with particular alignments are indicated by the chaos, evil, good, and law descriptors in their spell descriptions.

Orisons (Sp)

Filis learn a number of orisons, or 0-level spells, as noted on Table: Bard Spells Known under "Spells Known." These spells are cast like any other spell, but they do not consume any slots and may be used again. This replaces cantrips.

Class Skills

Add Handle Animal to the fili's list of class skills.

Animal Companion (Ex)

At 1st level, a fili forms a bond with an animal companion like a druid of his fili level. A fili may begin play with any of the animals listed in Animal Choices. This animal is a loyal companion that accompanies the fili on her adventures.

Unlike normal animals of its kind, an animal companion's Hit Dice, abilities, skills, and feats advance as the fili advances in level. If a character receives an animal companion from more than one source, her effective fili levels stack for the purposes of determining the statistics and abilities of the companion. Most animal companions increase in size when their fili reaches 4th or 7th level, depending on the companion. If a fili releases her companion from service, she may gain a new one by performing a ceremony requiring 24 uninterrupted hours of prayer in the environment where the new companion typically lives. This ceremony can also replace an animal companion that has perished.

Wild Empathy (Ex)

A fili can improve the attitude of an animal. This ability functions just like a Diplomacy check made to improve the attitude of a person. The fili rolls 1d20 and adds her fili level and her Charisma modifier to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.

To use wild empathy, the fili and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal conditions. Generally, influencing an animal in this way takes 1 minute but, as with influencing people, it might take more or less time.

A fili can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but she takes a –4 penalty on the check.

This replaces distraction.

Versatile Performance (Ex)

The fili can only chose versatile performance for dance, oratory, percussion, sing, string, and wind Performance fields.

Resist Nature’s Lure (Ex)

Starting at 2nd level, a fili gains a +4 bonus on saving throws against the spell-like and supernatural abilities of fey. This bonus also applies to spells and effects that target plants, such as blight, entangle, spike growth, and warp wood. This replaces well-versed.

Woodland Stride (Ex)

Starting at 6th level, a fili may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at her normal speed and without taking damage or suffering any other impairment. Thorns, briars, and overgrown areas that have been magically manipulated to impede motion, however, still affect her.

Trackless Step (Ex)

Starting at 8th level, a fili leaves no trail in natural surroundings and cannot be tracked. She may choose to leave a trail if so desired.