Spook (Apath)

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Unofficial rules compendium

The spook uses power as a shield and shoots beams of power from her eyes. She is literally armed and armored in force. Spooks are martial artists of the way of force.

Class Information

This is a force armor archetype.

Class: Spiritualist.

Starting Wealth: 1d6 x 10 gp (average 35 gp.) In addition, each character begins play with an outfit worth 10 gp or less.

Hit Die: d8.

Class Abilities

The following class abilities are affected by this archetype:

Weapon and Armor Proficiency

A spiritualist is proficient with all simple weapons, kukris, saps, and scythes, but not proficient with any armor or shields.

Force Spells (Ex)

Add the following to the spook's spell list at the indicated levels. A spook does not automatically know these spells, they must be selected as known spells in the usual manner.

  1. Magic Missile
  2. Pilfering Hand
  3. Twilight Knife
  4. Telekinetic Charge
  5. Leashed Shackles
  6. Mage’s Sword

Phantom Armor (Sp)

At 4th level the armor bonus of mage armor and bracers of armor stack when worn by a spook. These bonuses do not otherwise stack with armor, either normal or force. The armor created by spooks looks similar to their phantom, displaying a mix of the phantom's and spiritualist's aura colors.

Summary of Changed Class Abilities

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

  • Armor Proficiency


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