Untouchable Animist (Apath)

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Unofficial rules compendium
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Sometimes said to be living backwards, an untouchable animist is an eternal outcast. Unlike a normal animist that has taboos that he needs to avoid, the untouchable 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.

Class Abilities

The untouchable animist man has all normal 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. This is a modification to summon allied spirits.

Untouchable Guide

The untouchable animist's spirit guide is a spirit that travels and embodies the planes. It's goals and ideals are foreign to the material plane. It otherwise functions as a normal spirit guide.

Banishment (Sp)

At 7th level you can attempt to use banishment once per day at level seven, plus one time per day for every 4 additional animist levels. This has a save DC of 10 + half your untouchable animist level + your Charisma modifier. At 14th level, a banished creature cannot enter the plane you banished it from without your (or one of your descendent's) permission for a thousand years and a day. This replaces the seal spirit (7th level) ability.

Untouchable Adaption (Sp)

At 11th level you can use untouchable adaption as a spell-like ability at will. This replaces the banish spirit ability.

Forbiddance (Sp)

At level 14 you can use forbiddance as a spell-like ability once per day at level 14 and an additional time per day for every 3 levels after that. As a spell-like ability this has no component cost. Unlike the spell, this ability has no alignment-specific effect, it merely stops untouchable travel and teleport. This replaces spirit journey.

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, animist taboo, detect spirits, orisons, spirit channel 1d6, untouchable guide 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 Banishment, 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 Spirit channel 6d6, untouchable adaption 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 Forbiddance 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 Untouchable 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:

  • Summon Allied Spirits
  • Spirit Guide
  • Seal Spirit
  • Banish Spirit
  • Guide Walk