Wild Animist (Apath)

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Unofficial rules compendium

The wild animist was brought up by spirits in the deep wilderness and is foreign to humanoids and their ways, but tough and wise in the way of the wild. This makes him a martial artist of the way of the body.

Class Information

This is a martial arts archetype

Class: Animist.

Starting Money: 2d6 × 10 gp (average 70 gp)

Hit Die: d8.

Class Features

The wild animist has all the standard animist class features, except as noted below.

Class Skills

Add Acrobatics (Dex), Intimidate (Cha), and Stealth (Dex) to the wild animist's list of class skills. Remove Craft and Profession from the wild animist's list of class skills. Acrobatics (Dex), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Knowledge (history) (Int), Knowledge (local) (Int), Knowledge (nature) (Int), Knowledge (planes) (Int), Ride (Dex), Spellcraft (Int), Stealth (Dex), Survival (Wis), and Swim (Str).

Skill Ranks Per Level: 2 + Int modifier.

Weapon and Armor Proficiency

Wild animists are proficient with the following weapons: club, dagger, dart, shortspear, sling, and spear.

Wild animists are not proficient with any armor and prohibited from wearing armor. Wild animists are proficient with shields (except tower shields).

An wild animist who wears armor is unable to cast animist spells or use any of his supernatural or spell-like class abilities until he has performed a one-hour purification ritual.

Way of the Body Armor Bonus (Su)

As long as he is not wearing any armor, an wild animist gains a natural armor bonus equal to his Constitution bonus. He can use shields normally and the bonus stacks with armor and shield bonuses and with enchantment bonuses to natural armor. It does not stack with natural armor, like that provided by polymorph effects.

Summary of Lost Class Abilities

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

  • Weapon Proficiency
  • Armor Proficiency
  • Class Skills
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