Verbena (Apath)

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Unofficial rules compendium

Verbena are animists that cast occult spells. Unlike most occult spellcasters, the verbena deal more with spirits of nature than with spirits of the dead. This often puts her at odds with other occult casters and what he sees as their unnatural ways. Subtle to the brink of the incomprehensible, verbena have a more complex connection to spirits than other animists and rarely summon spirits in material form.

Class Information

This is a animist archetype.

Hit Dice: d8.

Class Abilities

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

Weapon and Armor Proficiency

A verbena is proficient with all simple weapons, the kukri, machete, and sap, and with light armor and shields (except tower shields).

Many verbena are restricted against wearing iron armor or using iron weapons, see taboo of metal. The sap is a weapon that does not suffer any penalties from being made non-metallic.

Spells

Verbena are occult spellcasters. This means that they replace verbal and somatic components with thought and emotion components.

Knacks: Verbena learn a number of knacks, or 0-level spells. These spells are cast like any other spell, but they don't consume any slots and can be used again. Knacks cast using other spell slots (due to metamagic feats, for example) consume spell slots as normal. This replaces orisons.

No Allied Spirits

A verbena does not gain the allied spirits class feature and does not automatically learn any summoning spells. He can still learn such spells in the normal manner.

Psychic Discipline

The verbena gains the psychic's psychic discipline class feature, gaining bonus spells at level 1, 4, and every even level thereafter and discipline powers at level 1, 5, and 13. The verbena does not gain a phrenic pool. This replaces spirit guide, ghost warrior, and guide concentration.

Second Taboo

A verbena's relationship to the spirits is more complex than a normal animist's, and he must accept two taboos.

See The Unseen (Sp)

This is the same as the animist ability of the same name, except that it is gained at level 4.

Telepathic Bond (Sp)

At 15th level, a verbena can use telepathic bond as a spell-like ability once per day, using his animist level as his caster level. He can't leave himself out of a bond created in this way. He can also expend any unused spell slot of 7th level or higher to cast telepathic bond. Casting the spell using a higher-level spell slot gives no benefit on its own, but the verbena can apply metamagic feats that would increase the spell level to the appropriate level. For instance, if the verbena knows Extend Spell, he can use an 8th-level spell slot to cast extended telepathic bond as a full-round action. When a verbena who knows telepathic bond (likely from a psychic discipline) gains this ability, she can learn a different 4th-level druid spell in place of telepathic bond, losing the old spell in exchange for the new one. This replaces guide walk.

Table: Verbena

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 Animist taboos, detect spirits, knacks, psychic discipline, spirit channel 1d6 3
2nd +1 +0 +0 +3 Placate spirit 4
3rd +2 +1 +1 +3 Spirit protection, spirit channel 2d6 5
4th +3 +1 +1 +4 See the unseen 6 3
5th +3 +1 +1 +4 Discipline power, spirit channel 3d6 6 4
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 Discipline power, 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 Spirit channel 8d6, telepathic bond 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 6

Summary of Changed Class Abilities

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

  • Spells
  • Allied Spirits
  • Orisons
  • Spirit Guide
  • Ghost Warrior
  • See The Unseen
  • Guide Concentration
  • Guide Walk
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