Cursed Animist (Apath)

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Unofficial rules compendium

Some animists labor under a curse. This happens more often to animists aligned with more extreme spirits—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 end result is a curse. Whatever the cause, cursed animists tend to be more belligerent and are over-represented among both heroes and villains. It is as if the curse gnaws at the soul, leaving them no peace.

Class Information

This is a animist archetype.

Hit Dice: d8.

Class Abilities

The cursed animist 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. These spells cannot be exchanged for different spells at higher levels. Allied monsters replaces allied spirits.

Cursed Guide

The cursed animist's spirit guide is a spirit that embodies his curse. It is often distant or hostile, but can show pity and admires when the animist perseveres against the handicaps of his curse. If the animist uses this as a prerequisite for the Summon Quick Ally, that feat can be used with summon monster spells, but if the cursed animist chooses outsiders, it only works for outsiders who have an alignment subtype identical to the cursed animist's alignment.

See the Unseen (Sp)

This is the same as the animist ability of the same name, but gained at level 4.

Spirit Curse

This is the same as the oracle's curse ability of the oracle class. Change all references to oracle spells, spell list, or levels to cursed animist equivalent. This replaces animist taboo, ghost warrior, ghost champion, and ghost general.

Table: Cursed 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 +0 +0 +0 +2 Allied monsters, detect spirits, orisons, spirit guide, spirit channel 1d6 , spirit curse 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 Curse ability, 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 Curse ability (level 10) 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 Shadow walk 6 6 6 6 6 5 3
15th +11/+6/+1 +5 +5 +9 Curse ability, 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 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:

  • Allied Spirits
  • Spirit Guide
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