Difference between revisions of "Medicine Man (Apath)"

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{{Apath}}
 
{{Apath}}
''Medicine men (and women) are similar to shamans, 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 shamans, but less able to provide spiritual defense for their community.''
+
''Medicine men (and women) are similar to animists, but more focused on making deals with spirits, negotiating for "spirit medicine", the power to work specific miracles. This makes them very flexible spellcasters, but less able to provide spiritual defense for their community. Some medicine men do not particularly care for any community or tribe and work as mercenaries.''
  
== Class Abilities ==
+
== Class Information ==
A medicine man has all normal shaman class abilities, except as noted.
+
This is a [[Animist (Apath) | animist]] archetype.
  
=== Spellcasting ===
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'''Hit Dice:''' d8.
A medicine man casts divine spells from the druid spell list. He can cast any spell he has retrieved, much like a bard or sorcerer can cast any spell he knows without preparing it ahead of time.
 
  
To retrieve or cast a spell, a medicine man must have a Wisdom score of at least 10 + the spell level (Wisdom 10 for 0-level spells, Wisdom 11 for 1st-level spells, and so on). The Difficulty Class for a saving throw against a medicine man's spell is 10 + the spell level + the medicine man's Wisdom modifier.
+
== Class Features ==
 +
A medicine man has all normal animist class features, except as noted.
  
Like other spellcasters, a medicine man can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: The Medicine man. In addition, he receives bonus spells per day if he has a high Wisdom score.
+
=== Allied Monsters ===
 +
Remove all ''summon nature's ally'' spells from the medicine man's spell list. Add all ''summon monster'' spells to the medicine man's spell list. A medicine man 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.
  
''A 3rd-level medicine man can retrieve three 0-level, two 1st-level, and one 2nd-level druid spells. He can cast an unlimited number of 0-level spells, her 1st-level spells four times, and her 2nd-level spell two times in the course of the day. He might end up using the same 1st-level spell four times, or one 1st-level spell one time and another 1st-level spell three times, or any combination that adds up to four uses of any of her 1st-level spells.''
+
=== Mercenary Spirits ===
 +
Because the medicine man bargains with a multitude of spirits for specific services rather than developing close relations with 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:
 +
animist taboo,
 +
spirit guide,
 +
summon allied spirits ,
 +
spirit channel,
 +
placate spirit,
 +
spirit protection,
 +
spirit ward,
 +
spirit quest,
 +
greater spirit protection,
 +
guide concentration,
 +
shadow walk,
 +
guide walk,
 +
weaken spirits,
 +
spirit destination,
 +
spirit loyalty, and
 +
planar deputation.
  
Like a sorcerer, 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 (see below), he sends forth her spirit guide to bargain with the spirits and retrieve knowledge of the specific druid 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.  
+
=== Spells ===
 +
Each medicine man must choose a time of day when he must spend 1 hour in quiet meditation to regain his daily allotment of spells and bargain with the spirits for the specific spells he knows on that day.
  
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 his daily allotment of spells, he sends forth his 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 his spells per day for that spell level.  
 
 
====Orisons====
 
Medicine men can bargain for a number of orisons, or 0-level spells, as noted on Table: The Shaman under “Spells Known.” These spells are cast like any other spell, but they do not consume any slots and may be used again.
 
  
 
==== Metamagic ====
 
==== 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.
+
If a medicine man knows any metamagic feats, he applies them to his spells when he 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 he uses ''flame strike'' during the ensuing day, he 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 he wanted to have both spells available in a day. A medicine man cannot choose to alter his spells with metamagic feats on the fly, as other spontaneous casters do. Medicine men using metamagic feats do not have an increased casting time as sorcerers do.
  
=== Spirit Channel ===
+
=== Banish Spirit ===
A medicine man can use the Spirit Channel ability only against creatures he touches. Delivering a spirit channel to an unwilling target is the same as delivering a touch spell. Also, the medicine man's spirit channel ability is not limited to spirits; the medicine man can heal or hurt any creature with this ability.
+
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.
  
=== Mercenary Spirits ===
+
== Table: Medicine Man ==
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 shaman has and does not receive the same protection and guidiance. The medicine man lacks these shaman class abilities:
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{| class="wikitable"
Spirit Friends,
+
|rowspan=2 valign=bottom | '''Class<br>Level'''||rowspan=2 valign=bottom | '''Base Attack<br>Bonus'''||rowspan=2 valign=bottom | '''Fort<br>Save'''||rowspan=2 valign=bottom | '''Ref<br>Save'''||rowspan=2 valign=bottom | '''Will<br>Save'''||rowspan=2 valign=bottom | '''Special'''||colspan=9 align="center" |'''Spells per Day'''
Blessing of the Spirits,
+
|-
Warding of the Spirits,
+
|valign="top" align="center" | 1 ||valign="top" align="center" | 2 ||valign="top" align="center" | 3 ||valign="top" align="center" | 4 ||valign="top" align="center" | 5 ||valign="top" align="center" | 6 ||valign="top" align="center" | 7 ||valign="top" align="center" | 8 ||valign="top" align="center" | 9
Spirit Quest,
+
|-
Greater Blessing of the Spirits, and
+
|valign="top"|  1st  ||valign="top"|  +0  ||valign="top"|  +0  ||valign="top"|  +0  ||valign="top"|  +2  ||valign="top"|  Allied monsters, detect spirits, orisons  ||valign="top"|  3 ||valign="top"|  — ||valign="top"|  — ||valign="top"|  — ||valign="top"|  — ||valign="top"|  — ||valign="top"|  — ||valign="top"|  — ||valign="top"|  —
Spirit Destination.
+
|-
 +
|valign="top"| 2nd  ||valign="top"|  +1  ||valign="top"|  +0  ||valign="top"|  +0  ||valign="top"|  +3  ||valign="top"|  ||valign="top"|  4 ||valign="top"|  — ||valign="top"|  — ||valign="top"|  — ||valign="top"|  — ||valign="top"|  — ||valign="top"|  — ||valign="top"|  — ||valign="top"|  —
 +
|-
 +
|valign="top"| 3rd  ||valign="top"|  +2  ||valign="top"|  +1  ||valign="top"|  +1  ||valign="top"|  +3  ||valign="top"|  ||valign="top"|  5 ||valign="top"|  — ||valign="top"|  — ||valign="top"|  — ||valign="top"|  — ||valign="top"|  — ||valign="top"|  — ||valign="top"|  — ||valign="top"|  —
 +
|-
 +
|valign="top"| 4th  ||valign="top"|  +3  ||valign="top"|  +1  ||valign="top"|  +1  ||valign="top"|  +4  ||valign="top"|  Ghost warrior  ||valign="top"|  6 ||valign="top"|  3 ||valign="top"|  — ||valign="top"|  — ||valign="top"|  — ||valign="top"|  — ||valign="top"|  — ||valign="top"|  — ||valign="top"|  —
 +
|-
 +
|valign="top"| 5th  ||valign="top"|  +3  ||valign="top"|  +1  ||valign="top"|  +1  ||valign="top"|  +4  ||valign="top"|  See the unseen  ||valign="top"|  6 ||valign="top"|  4 ||valign="top"|  — ||valign="top"|  — ||valign="top"|  — ||valign="top"|  — ||valign="top"|  — ||valign="top"|  — ||valign="top"|  —
 +
|-
 +
|valign="top"| 6th  ||valign="top"|  +4  ||valign="top"|  +2  ||valign="top"|  +2  ||valign="top"|  +5  ||valign="top"|  ||valign="top"|  6 ||valign="top"|  5 ||valign="top"|  3 ||valign="top"|  — ||valign="top"|  — ||valign="top"|  — ||valign="top"|  — ||valign="top"|  — ||valign="top"|  —
 +
|-
 +
|valign="top"| 7th  ||valign="top"|  +5  ||valign="top"|  +2  ||valign="top"|  +2  ||valign="top"|  +5  ||valign="top"|  Seal spirit  ||valign="top"|  6 ||valign="top"|  6 ||valign="top"|  4 ||valign="top"|  — ||valign="top"|  — ||valign="top"|  — ||valign="top"|  — ||valign="top"|  — ||valign="top"|  —
 +
|-
 +
|valign="top"| 8th  ||valign="top"|  +6/+1  ||valign="top"|  +2  ||valign="top"|  +2  ||valign="top"|  +6  ||valign="top"|  Exorcism  ||valign="top"|  6 ||valign="top"|  6 ||valign="top"|  5 ||valign="top"|  3 ||valign="top"|  — ||valign="top"|  — ||valign="top"|  — ||valign="top"|  — ||valign="top"|  —
 +
|-
 +
|valign="top"| 9th  ||valign="top"|  +6/+1  ||valign="top"|  +3  ||valign="top"|  +3  ||valign="top"|  +6  ||valign="top"|  ||valign="top"|  6 ||valign="top"|  6 ||valign="top"|  6 ||valign="top"|  4 ||valign="top"|  — ||valign="top"|  — ||valign="top"|  — ||valign="top"|  — ||valign="top"|  —
 +
|-
 +
|valign="top"| 10th  ||valign="top"|  +7/+2  ||valign="top"|  +3  ||valign="top"|  +3  ||valign="top"|  +7  ||valign="top"|  Ghost champion  ||valign="top"|  6 ||valign="top"|  6 ||valign="top"|  6 ||valign="top"|  5 ||valign="top"|  3 ||valign="top"|  — ||valign="top"|  — ||valign="top"|  — ||valign="top"|  —
 +
|-
 +
|valign="top"| 11th  ||valign="top"|  +8/+3  ||valign="top"|  +3  ||valign="top"|  +3  ||valign="top"|  +7  ||valign="top"|  ||valign="top"|  6 ||valign="top"|  6 ||valign="top"|  6 ||valign="top"|  6 ||valign="top"|  4 ||valign="top"|  — ||valign="top"|  — ||valign="top"|  — ||valign="top"|  —
 +
|-
 +
|valign="top"| 12th  ||valign="top"|  +9/+4  ||valign="top"|  +4  ||valign="top"|  +4  ||valign="top"|  +8  ||valign="top"|  ||valign="top"|  6 ||valign="top"|  6 ||valign="top"|  6 ||valign="top"|  6 ||valign="top"|  5 ||valign="top"|  3 ||valign="top"|  — ||valign="top"|  — ||valign="top"|  —
 +
|-
 +
|valign="top"| 13th  ||valign="top"|  +9/+4  ||valign="top"|  +4  ||valign="top"|  +4  ||valign="top"|  +8  ||valign="top"|  ||valign="top"|  6 ||valign="top"|  6 ||valign="top"|  6 ||valign="top"|  6 ||valign="top"|  6 ||valign="top"|  4 ||valign="top"|  — ||valign="top"|  — ||valign="top"|  —
 +
|-
 +
|valign="top"| 14th  ||valign="top"|  +10/+5  ||valign="top"|  +4  ||valign="top"|  +4  ||valign="top"|  +9  ||valign="top"|  Banish spirit (1/day)  ||valign="top"|  6 ||valign="top"|  6 ||valign="top"|  6 ||valign="top"|  6 ||valign="top"|  6 ||valign="top"|  5 ||valign="top"|  3 ||valign="top"|  — ||valign="top"|  —
 +
|-
 +
|valign="top"| 15th  ||valign="top"|  +11/+6/+1  ||valign="top"|  +5  ||valign="top"|  +5  ||valign="top"|  +9  ||valign="top"|  ||valign="top"|  6 ||valign="top"|  6 ||valign="top"|  6 ||valign="top"|  6 ||valign="top"|  6 ||valign="top"|  6 ||valign="top"|  4 ||valign="top"|  — ||valign="top"|  —
 +
|-
 +
|valign="top"| 16th  ||valign="top"|  +12/+7/+2  ||valign="top"|  +5  ||valign="top"|  +5  ||valign="top"|  +10  ||valign="top"|  ||valign="top"|  6 ||valign="top"|  6 ||valign="top"|  6 ||valign="top"|  6 ||valign="top"|  6 ||valign="top"|  6 ||valign="top"|  5 ||valign="top"|  3 ||valign="top"|  —
 +
|-
 +
|valign="top"| 17th  ||valign="top"|  +12/+7/+2  ||valign="top"|  +5  ||valign="top"|  +5  ||valign="top"|  +10  ||valign="top"|  Banish spirit (2/day)  ||valign="top"|  6 ||valign="top"|  6 ||valign="top"|  6 ||valign="top"|  6 ||valign="top"|  6 ||valign="top"|  6 ||valign="top"|  6 ||valign="top"|  4 ||valign="top"|  —
 +
|-
 +
|valign="top"| 18th  ||valign="top"|  +13/+8/+3  ||valign="top"|  +6  ||valign="top"|  +6  ||valign="top"|  +11  ||valign="top"|  ||valign="top"|  6 ||valign="top"|  6 ||valign="top"|  6 ||valign="top"|  6 ||valign="top"|  6 ||valign="top"|  6 ||valign="top"|  6 ||valign="top"|  5 ||valign="top"|  3
 +
|-
 +
|valign="top"| 19th  ||valign="top"|  +14/+9/+4  ||valign="top"|  +6  ||valign="top"|  +6  ||valign="top"|  +11  ||valign="top"|  Ghost general  ||valign="top"|  6 ||valign="top"|  6 ||valign="top"|  6 ||valign="top"|  6 ||valign="top"|  6 ||valign="top"|  6 ||valign="top"|  6 ||valign="top"|  6 ||valign="top"|  4
 +
|-
 +
|valign="top"| 20th  ||valign="top"|  +15/+10/+5  ||valign="top"|  +6  ||valign="top"|  +6  ||valign="top"|  +12  ||valign="top"|  Banish spirit (3/day)  ||valign="top"|  6 ||valign="top"|  6 ||valign="top"|  6 ||valign="top"|  6 ||valign="top"|  6 ||valign="top"|  6 ||valign="top"|  6 ||valign="top"|  6 ||valign="top"|  6
 +
|}
  
 
== Summary of Changed Class Abilities ==
 
== Summary of Changed Class Abilities ==
 
These abilities of the original class are lost or modified in this archetype:
 
These abilities of the original class are lost or modified in this archetype:
 
* Spells
 
* Spells
 +
* Spirit Guide
 +
* Summon Allied Spirits 
 
* Spirit Channel
 
* Spirit Channel
* Blessing of the Spirits
+
* Placate spirit
* Warding of the Spirits
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* Spirit Protection
 +
* Spirit Ward
 
* Spirit Quest
 
* Spirit Quest
* Greater Blessing of the Spirits
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* Banish Spirit
 +
* Greater Spirit Protection
 +
* Guide Concentration
 +
* Spirit Journey
 +
* Guide Walk
 +
* Weaken Spirits
 
* Spirit Destination
 
* Spirit Destination
 +
* Spirit Loyalty
 +
* Planar Deputation
 +
<!-- OGL -->
 +
<noinclude>{{OGL}}</noinclude>

Latest revision as of 12:06, 12 August 2016

ApathApath Logo
Unofficial rules compendium

Medicine men (and women) are similar to animists, but more focused on making deals with spirits, negotiating for "spirit medicine", the power to work specific miracles. This makes them very flexible spellcasters, but less able to provide spiritual defense for their community. Some medicine men do not particularly care for any community or tribe and work as mercenaries.

Class Information

This is a animist archetype.

Hit Dice: d8.

Class Features

A medicine man has all normal animist class features, except as noted.

Allied Monsters

Remove all summon nature's ally spells from the medicine man's spell list. Add all summon monster spells to the medicine man's spell list. A medicine man 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.

Mercenary Spirits

Because the medicine man bargains with a multitude of spirits for specific services rather than developing close relations with 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: animist taboo, spirit guide, summon allied spirits , spirit channel, placate spirit, spirit protection, spirit ward, spirit quest, greater spirit protection, guide concentration, shadow walk, guide walk, weaken spirits, spirit destination, spirit loyalty, and planar deputation.

Spells

Each medicine man must choose a time of day when he must spend 1 hour in quiet meditation to regain his 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 his daily allotment of spells, he sends forth his 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 his spells per day for that spell level.

Metamagic

If a medicine man knows any metamagic feats, he applies them to his spells when he 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 he uses flame strike during the ensuing day, he 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 he wanted to have both spells available in a day. A medicine man cannot choose to alter his spells with metamagic feats on the fly, as other spontaneous casters do. Medicine men 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.

Table: Medicine Man

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 +0 +0 +0 +2 Allied monsters, detect spirits, orisons 3
2nd +1 +0 +0 +3 4
3rd +2 +1 +1 +3 5
4th +3 +1 +1 +4 Ghost warrior 6 3
5th +3 +1 +1 +4 See the unseen 6 4
6th +4 +2 +2 +5 6 5 3
7th +5 +2 +2 +5 Seal spirit 6 6 4
8th +6/+1 +2 +2 +6 Exorcism 6 6 5 3
9th +6/+1 +3 +3 +6 6 6 6 4
10th +7/+2 +3 +3 +7 Ghost champion 6 6 6 5 3
11th +8/+3 +3 +3 +7 6 6 6 6 4
12th +9/+4 +4 +4 +8 6 6 6 6 5 3
13th +9/+4 +4 +4 +8 6 6 6 6 6 4
14th +10/+5 +4 +4 +9 Banish spirit (1/day) 6 6 6 6 6 5 3
15th +11/+6/+1 +5 +5 +9 6 6 6 6 6 6 4
16th +12/+7/+2 +5 +5 +10 6 6 6 6 6 6 5 3
17th +12/+7/+2 +5 +5 +10 Banish spirit (2/day) 6 6 6 6 6 6 6 4
18th +13/+8/+3 +6 +6 +11 6 6 6 6 6 6 6 5 3
19th +14/+9/+4 +6 +6 +11 Ghost general 6 6 6 6 6 6 6 6 4
20th +15/+10/+5 +6 +6 +12 Banish spirit (3/day) 6 6 6 6 6 6 6 6 6

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
OGL logo.png The text in this article is Open Game Content. It is covered by the Open Game License v1.0a, rather than the Action copyright. To distinguish it, these items will have this notice. If you see any page that contains OGL material and does not show this license statement, please contact one of the Action administrators. Please note that images used in article may have different copyright than the text.