animist (pathfinder base class)

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Animist “We ird bloke, give me the heebie-jeebies. But we're in this cave, right, and a rust monster eats me armor! Now I'm thinkin' 'oh, great inn, e got esel" another tri# to the 'ealer's,' 'en suddenl the weirdo starts mutter in' somesuch an' #oints at me, and me skin turns 'ard and scal! It turned back later , not to worr e, but it was the weirdest thing this "ella's ever seen. I" ou ever see the gu, give 'im me best, ae$%  & innegan r e, when asked about an (nimist Animists are an unusual brand of magician, rarely using any sort of spell, and instead channeling magical energy with primal rites in order to effect a chang e on those around them. Animists are shamanic in many ways, but the mutations they create are actually v ery similar to an Eidolon's Evolutions in function. Role: Animists, due to their low hit points and unique powers, are usually best in a supportive role, improving the power of their allies with beneficial mutations and blessings. Characteristics:  Animis ts are wielders of an ancient and primal magic, and as a result, they often take a contemplative view of the world, preferring to wait and react than to dive headlong into things. Backgrounds:  Animist s often arise in savage cultures that lack innate ties to magical bloodlines and advanced arcane learning, such as Goblinoids and some backward Human societies. A few come from more advanced places, but they rarely fit in where they come from. Alignment:  An Animist can be nearly any alignment, and there is much variation. awful Animists tend to be respectful of the spirits, and of the power they wield as Animists, while !haotic ones tend to  be wild, almost bestial nature, preferring to use their powers for their own ends "although not necessarily selfishly#. Other Classes: Animists respect $ruids, sharing a kinship with nature, while seeing !lerics, %nquisitors and &aladins as foolish for blindly following capricious forces scarcely better than mortal man. hey avoid (orcerers and )i*ards, seeing them as little more than a curiosity, and hold utter disdain for (ummoners "and to a lesser e+tent, )itches#, believing that they deal too frivolously with forces and beings far beyond their control. Game Rules Information: Abilities:  )i sdom is an important ability score, as it increases the amount of points they have in their Evolution &ool, and after that, !onstitution and $e +terity are vital for survival. %f you plan to use your natural weapon Evolutions yourself, you may want to invest in $e+terity. Hit Die: $ Skill Ranks per e!el:  - %nt Class Skills: !limb "(tr#, !raft "%nt#, /ly "$e+#, Heal ")is#, %ntimidate "!ha#, 0nowledge12ature3 "%nt#, 0nowledge1&lanes3, &erception ")i s#, &rofession ")is#, 4ide "$e+#, (pellcraft "%nt#, (urvival ")i s#, and (wim "(tr#. Starting Age:  (elf5aught Starting Gold:  As 6arbarian

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7/26/2019 Animist (Pathfinder Base Class)

http://slidepdf.com/reader/full/animist-pathfinder-base-class 1/9

Animist“Weird bloke, give me the heebie-jeebies. But we're in this cave, right, and a rust monster eats me

armor! Now I'm thinkin' 'oh, great inn, e got esel" another tri# to the 'ealer's,' 'en suddenl theweirdo starts mutterin' somesuch an' #oints at me, and me skin turns 'ard and scal! It turned back 

later, not to worr e, but it was the weirdest thing this "ella's ever seen. I" ou ever see the gu, give

'im me best, ae$% & innegan re, when asked about an (nimist 

Animists are an unusual brand of magician, rarely using any sort of spell, and instead

channeling magical energy with primal rites in order to effect a change on those around them. Animistsare shamanic in many ways, but the mutations they create are actually very similar to an Eidolon's

Evolutions in function.

Role: Animists, due to their low hit points and unique powers, are usually best in a supportive role,improving the power of their allies with beneficial mutations and blessings.

Characteristics: Animists are wielders of an ancient and primal magic, and as a result, they often take

a contemplative view of the world, preferring to wait and react than to dive headlong into things.

Backgrounds: Animists often arise in savage cultures that lack innate ties to magical bloodlines andadvanced arcane learning, such as Goblinoids and some backward Human societies. A few come from

more advanced places, but they rarely fit in where they come from.

Alignment: An Animist can be nearly any alignment, and there is much variation. awful Animiststend to be respectful of the spirits, and of the power they wield as Animists, while !haotic ones tend to

 be wild, almost bestial nature, preferring to use their powers for their own ends "although not

necessarily selfishly#.

Other Classes: Animists respect $ruids, sharing a kinship with nature, while seeing !lerics,

%nquisitors and &aladins as foolish for blindly following capricious forces scarcely better than mortal

man. hey avoid (orcerers and )i*ards, seeing them as little more than a curiosity, and hold utter

disdain for (ummoners "and to a lesser e+tent, )itches#, believing that they deal too frivolously withforces and beings far beyond their control.

Game Rules Information:

Abilities: )isdom is an important ability score, as it increases the amount of points they have in theirEvolution &ool, and after that, !onstitution and $e+terity are vital for survival. %f you plan to use your

natural weapon Evolutions yourself, you may want to invest in $e+terity.

Hit Die: $

Skill Ranks per e!el: - %nt

Class Skills: !limb "(tr#, !raft "%nt#, /ly "$e+#, Heal ")is#, %ntimidate "!ha#, 0nowledge12ature3

"%nt#, 0nowledge1&lanes3, &erception ")is#, &rofession ")is#, 4ide "$e+#, (pellcraft "%nt#, (urvival")is#, and (wim "(tr#.

Starting Age: (elf5aught

Starting Gold: As 6arbarian

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evel 6A6 /ort 4ef )ill (pecial Evolution

&ool

7 8 8 9 9 Animistic %mbuement "75&oint# :

9 7 8 : : (pirit otem "east 6lessing# -

: 7 7 : : ;utation <

- 9 7 - - (pirit otem "east &ower# =

< 9 7 - - Animistic %mbuement "95point# >

: 9 < < (pirit otem "esser 6lessing# ?

= : 9 < < ;utation 78

> - 9 (pirit otem "esser &ower# 77

? - : Animistic %mbuement ";ove Action# 7:

78 < : = = (pirit otem ";oderate 6lessing# 7-

77 < : = = ;utation 7<

79 - > > (pirit otem ";oderate &ower# 7

7: - > > Animistic %mbuement ":5point# 7=

7- = - ? ? (pirit otem "Greater 6lessing# 7?

7< = < ? ? ;utation 98

7 > < 78 78 (pirit otem "Greater &ower# 97

7= > < 78 78 Animistic %mbuement "-5point, (wift Action# 99

7> ? 77 77 (pirit otem "(uperior 6lessing# 9:

7? ? 77 77 ;utation 9<

98 78 79 79 Animistic %mbuement "/ree action#, (pirit otem"(uperior &ower#

9

"roficiencies: Animists are proficient with light armor and simple weapons.

#!olution "ool: Animists receive a pool of points which can be spent to grant Evolutions to other

creatures via Animistic %mbuements. his pool has a number of points equal to the amount shown for

the Animist's class level the Animist's )is 6onus. @nlike a (ummoner's Evolution &ool, these pointsare spent, and refreshed after an >5hour rest, instead of simply being permanently spent to improve a

creature. hese points may not be used for a (ummoner's Eidolon "e+cept for temporary enhancements

via the Animistic %mbuement class feature#, bor can a (ummoner's Evolution &ool be used to

supplement this pool

Animistic Imbuement $Sp%: Animists have mastered an ancient ritual that can mutate the forms ofothers, granting them useful abilities. /rom level 7, by e+pending points from her Evolution &ool, an

Animist can grant a target creature within :8 feet any number of 75point Eidolon Evolutions, with atotal point value equal to the number of points e+pended. hese evolutions persist until dispelled "the

effect has a !aster evel equal to your caster level# or dismissed by the target "a free action#, up to 7

hour per class level. his ability is a standard action to use.At level <, an Animist may now spend 9 points to imbue 95&oint evolutions, being able to mi+

Evolution point value freely.

At level ?, an Animist can use this ability as a ;ove Action : times per day.

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At level 7-, an Animist can spend : points to imbue :5point evolutions as above.

At level 7=, the Animist can now spend - points to imbue -5point evolutions, and may use this

ability as a (wift or ;ove Action : times per day "in addition to the : ;ove Action uses per day gained

at level ?#.)hen determining (ummoner level for any appropriate effects or prerequisites, substitute the Animist's

class level instead. A target for this ability must meet any and all prerequisites to receive an evolution,

 but if they possess some ability, class feature, feat or other effect that affords the same effect as anevolution, that effect may be used in place of said evolution for meeting prerequisites "for e+ample,

 2ena the Half5$ragon already possesses a fly speed and wings, and therefore may receive the )ing

6uffet evolution. /innegan the Human, however, lacks wings and a flight speed, and therefore isineligible#.

Spirit &otem: At level 9, the Animist has found an innate, empathic link to the spirits, gaining a

measure of personal power from them. hese spirit totems offer two types of benefits, blessings"passive supernatural effects# and powers "special spell5like or supernatural abilities#. Each blessing

and power is gained in order, and the save $! for a (pirit otem power is 78 class level )is, and

their caster levels are equal to the Animist's class level.

'utation $#() Su or Sp%: At level :, an Animist permanently changes, gaining the benefits of a single75point evolution at all times. (he receives a second and third evolution at levels = and 77, and at levels

7< and 7?, she gains additional evolutions, which may be worth up to 9 points each.

#(otic Arcana: Animists use an unusual form of magic that interacts strangely with other techniques.An Animist's Animistic %mbuement qualifies them for anything as followsB

• !aster levelB An animist is considered to have a caster level equal to their class level, which is

neither arcane nor divine. !lasses that progress unspecified casting "casting that is not declaredto be specifically arcane or divine# can progress Evolution &ool points and Animistic

%mbuement abilities at any level they progress spellcasting ability.

• (pellcasting AbilityB Any spell that can be replicated by an Evolution you are able to imbue is

considered a spell you are able to cast for meeting prerequisites. 2ote that any class feature that

requires you to cast the spell will not  function unless you have some way to cast the spell in

question "either from a mutation, or some other source#.• $ragon $isicipleB An Animist with the /ire (erpent otem (pirit of at least <th level may ignore

the spellcasting requirement for $ragon $isciple, and advances otem (pirit abilities at each

level in place of $raconic 6loodline Abilities, and advance their Evolution &ool and Animistic%mbuements at each level e+cept 7st <th and ?th, but doe not automatically receive $raconic

6loodline abilities. A /ire (erpent AnimistC$raconic 6loodline (orcerer may choose whether to

advance $raconic 6loodline abilities "and (orcerer casting if applicable# or otem (pirit

abilities "And Evolution &ool D Animistic %mbuement if applicable#at any given level.ptionally, the $; may allow other similar classes devoted to a specific bloodline to advance

Animist abilities, provided they chose a otem (pirit appropriate to the class.

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Spirit &otems:Beholden 'ortalit*:

Fou heed the spirits of the dead, be they ghosts, memories, or whatever else they manifest

themselves as. Fou gain some traits of the undead, though you are not some mindless corpse, but an

arbiter between the living and the deceased.

Blessings:• east:  )eath's Blessing* Fou are protected from death and decay by your closeness to the spirit

world. Fou add your )isdom 6onus to saves against death effects, energy drain, ability drain,

and 2ecromancy spells.

• esser: Walk the +ine* Fou walk the line between life and death, and as a result, you can mimic

the qualities of the dead. Fou can use items, cast spells, and otherwise meet prerequisites as ifyou were your normal type, or @ndead, whichever is more beneficial. Additionally, you are

immune to ability drain.

• Greater:  )eadwalk* Fou are very nearly dead, but still alive and well. Fou can choose to

switch the effects of negative and positive energy on yourself, being healed by negative energyand harmed by positive. Fou may switch between this and your normal state as a free action.

Additionally, mindless undead see you as undead until you attack them.• Superior:  +iving )eath* Fou are both alive and dead, standing firmly in both worlds. Four type

 becomes @ndead. Fou lose your !onstitution score, and your bonus hit points are instead

determined by your !harisma. Fou gain a > racial bonus to (tealth when in shadowy

illumination or darkness. Fou still meet prerequisites as your original type as per )alk the ine,and may still switch the effects of negative and positive energy as per $eadwalk.

"o+ers:

• east: #eak with the )ead #* Fou can hear what the dead say. Fou can replicate s#eak with

the dead  at will.

• esser: wilight /nerg u* Fou can channel the energy of the dead, healing or harming. Fou

may !hannel Energy as a !leric of your level, : times per day. Fou may choose when

channeling whether it is negative or positive energy.• 'oderate:  )eath's Warden u* Fou can unweave dark forces, freeing the dead from slavery. :

)is times per day, you may make a touch attack on an undead creature. %f you hit, the target

must make a )ill save "unless it is mindless, in which case they fail automatically# or take 7d>damage per 9 Animist levels you possess.

• Greater: #irit 0ath #* Fou can walk through the spirit realms. : times per day, you may

replicate ethereal jaunt  or shadow walk  as a swift action. %nstead of traveling via the shadow plane, this effect travels via the ethereal plane.

• Superior:  1ecall #irit #* Fou can snatch a recently slain soul from the grasp of death. Fou

may replicate breath o" li"e at will.

Chillblain:Fou pay homage to spirits of ice and cold, perhaps because you live in a cold land and seek to

curry favor and protection from the chill winds, or maybe because you live in a baking hot desert andseek respite from the sun and fiery wind.

Blessings:

• east:  /ndurance* Fou have been given the fortitude to survive in harsh environments on a

regular basis. Fou receive the Endurance feat for free.

• esser:  rost's avor* Four supplication to the ice spirits has earned you some favor with them.

hey protect you from not only their own sting, but the burning heat as well. Fou receive

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4esistance < to both !old and /ire damage.

• 'oderate: 2n"la##able* Fou have stood in storms, either in chilling bli**ard, or biting dust

storms, and not flinched. Fou are considered to be two si*es larger for determining wind effectsagainst you, and you are immune to fear effects.

• Greater:  ro3en 0er"ection* Four time spent contemplating the chill bree*e has further inured

you to the elements, which you now find invigorating. Four resistances from /rost's /avor

double to 4esistance 78 to cold and fire, and any time you resist fire or cold damage, you healdamage equal to the amount you resisted, gaining any healing in e+cess of your ma+imum hit

 points as temporary hit points which remain until you refresh your Evolution &ool.

• Superior:  Beloved o" the rost* Fou are truly the favorite son of the cold, and as such, you are

completely protected from it, and shielded by it. Fou are immune to cold and fire damage, and

any creature which strikes you with a melee attack takes 9d cold damage.

"o+ers:

• east: ouch o" Winter u* Four hands are covered in a thin gla*e of frost that makes others

shiver. Fou can make a touch attack as a standard action, which deals 9d cold damage and

renders the target shaken. A /ortitude negates the shaken condition. !reatures immune to feareffects are not immune to this shaken condition, as it is not a fear5based effect, but creatures

immune to cold damage or effects are immune to this condition.• esser: 4hill Wind u* Fou are always surrounded by an icy wind. :)is times per day, you

can create an icy wind in a :85foot burst centered on yourself. All enemies within this burst take

-d cold damage "refle+ half# and are slowed  for 7 round, 7 round per point of )isdom 6onus

you possess "/ort 2egates#. his effect e+tinguishes all non5magical flames in the area, anddispels heat metal  and any ongoing fire spell of a level less than your class level within the

area of the burst.

• 'oderate:  Ice te# u* Four steps chill the very earth. Any square you occupy is covered in

ice for 9d- rounds after you leave the square, rendering it slick as if by a grease spell cast by a(orcerer of your level "you are immune to this ha*ard and treat the terrain normally#. his ice

spreads < feet in each direction every round as long as you remain in the square, out to a

ma+imum of a :85foot distance. Additionally, you may use this ability to walk on water,creating a path of ice where you step along the water.

• Greater: 4all Bli33ard #* 6li**ards come when you call. Fou replicate a specific form of the

control weather  spellB doing away with atmospheric phenomena as normal, or inducing someicy weather appropriate to the season "sleet storms for spring, hailstorms for summer, or any

weather noted for autumn, winter, or late winter#. his is a full5round action to activate.

• Superior:  ree3e olid #* Four very touch can completely free*e an enemy. Fou can make a

touch attack to free*e a person solid, rendering them inert and immobile, as per "lesh to stone,e+cept that they return to normal after a certain time based on ambient heat. %n hot "?8 degree#

weather, this effect lasts :8:d78 minutes. %n warm "=85?8 degree# weather it lasts 9d: hours,

in temperate weather "=85<8 degrees#, it lasts 7d: days, in cool weather "<8598 degree#, it lasts

9d days, in cold "9858 degrees# weather it lasts 7d: weeks, and in sub*ero temperatures, it can be indefinite. (trong winds double the speed at which the effect wears off, and the target adds

half its si*e penalty to its save.

,ire Serpent:Fou commune with the spirits of the ancient and mighty beings known as dragons, seeking to

emulate their power and gain a measure of it for yourself. )hether it is for dastardly greed or a noble

desire to protect, Fou gain the powers of a dragon.

Blessings:

• east:  )ragon's /e* Four eyes light up when you see the glint of precious metals. Appraise is

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a class skill for you, and you receive a - &erfection bonus on Appraise checks.

• esser:  )ragon's 4law* )hen you strike out, you strike with the fury of a $ragon. Fou gain a

&erfection bonus to natural attacks "including unarmed strikes# equal to your )isdom bonus.

• 'oderate:  )ragon's cales* Four skin has hardened, and taken on a glossy sheen and scaly

te+ture. Fou receive a 9 natural armor bonus to A!.

• Greater:  )ragon's 5italit* Fou have some of the natural vigor of a dragon, granting you /ast

Healing 9• Superior:  )raconic 6ight* Four muscles are much more toned than your level of training

might suggest, as the spirits of dragons strengthen your body, granting you a - &erfection

 bonus to (trength.

"o+ers:

• east:  )ragonsight #* Four eyes gleam with magic, and you can perceive magic in the

world around you easily. Fou can cast arcane sight  : times per day as a move action, with acaster level equal to your class level.

• esser:  Breath o" the )ragon u* A gout of energy builds within you, and you release it in a

deadly blast. his is identical to the Breath Wea#on $raconic 6loodline ability, using yourAnimist level in place of (orcerer level. Fou may use this ability once per day at >th level, with

an additional daily use gained at levels 7 and 98.• 'oderate:  )ragon"light #* Fou can take to the air, carried aloft by dragon spirits. Fou can

replicate the effects of a "l spell, with a caster level equal to your Animist level.

• Greater:  )ragon"ire Burst #*  %n a burst of draconic power, you release a wave of elemental

energy. nce per day, you can create a :85foot burst centered on yourself that deals 7d damage

 per 9 class levels "refle+ half, the damage type matches your breath weapon#, and knocks alltargets prone "/ort 2egates the prone effect#. Fou may not use your breath weapon ability from

this class for 7 minute after using this ability.

• Superior:  orm o" the )ragon #* Fou can take the form of a dragon for a brief period of

time, replicating sha#e o" the dragon III  once per day with a caster level equal to your class

level. Additionally, you may choose one supernatural or spell5like ability the form you take with

this ability would normally possess. Fou may use this ability while in that form.

Spirit Beast:Fou have a bond with the spirits of the wild, allowing you to take on the traits of a beast. hese

spirits of fang and tuck can be unpredictable, but with a gentle touch, they can be a force to bereckoned with.

Blessings:

• east:  Beast /m#ath* Fou share an innate link with wild animals, gaining the )ild Empathy

class feature, using your Animist evel in place of your $ruid level.

• esser: 7ne With the Wilds* Four connection to nature has inured you to the dangers of the

wild, and allows you to move like an animal. Fou add your )isdom bonus to saves vs. non5

magical poisons and diseases, as well as to (tealth, Acrobatics, /ly, !limb, Handle Animal and(wim checks. Fou can take 78 on (urvival and 0nowledge12ature3 checks.

• Greater: 5icious trike* Fou strike savagely, the beast spirits guiding you. !hoose a single

natural attack you possess "including unarmed strike#. his attack deals damage as if you were

one si*e larger.

• Superior:  Bond o" Nature* Fou have oined with nature, almost a spirit of the land yourself.

Four type becomes fey, and you become incorporeal and gain a flight speed equal to your base

speed at perfect maneuverability. Fou may suspend or resume your incorporeality as a swift

action

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"o+ers:

• east: 4harm (nimals #* Fou can entrance animals, causing them to work in your favor.

Fou can replicate the effects of a charm animal  spell with a caster level equal to your class levelonce per day per level.

• esser: #eed o" the Beast u* : times per day as a swift action, you can gain a 78

enhancement bonus to all your movement speeds, are treated as having a running start

whenever making an Acrobatics check to ump, and are immune to slow effects and ignorerough terrain for the purpose of movement. his effect lasts class level )is rounds.

• 'oderate:  Beast 4all u* nce per day, you can call on the forces of nature, replicating the

effects of a summon nature's all spell of a level up to your class level, e+cept that you must

use the spell to summon multiple creatures from a lower5level list. Fou may not use this effect

to summon the single equal5level creature. /or e+ample, a 7th5level Animist could replicate

 summon nature's all 5III , but only to summon 7d: th level creatures or 7d-7 < th or lowerlevel creatures.

• Greater: ree te# u* Fou can step from tree to tree, like a $ryad. nce per day, you can

teleport via plants. %n order to do so, you must touch a living plant of a si*e category equal to orgreater than your own, and may immediately teleport to any plant "under the same restrictions#

within 7 mile as per a tele#ort  spell. %f you miss and land in the wrong place, it must still be to avalid plant. Fou can transport yourself and up to 788 pounds of equipment per level. Fou may

also teleport other creatures with you, under the following restrictionsB

◦ he plant must be large enough to teleport all creatures. A arge plant could teleport -

;edium creatures, a Huge plant could teleport 7, a Gargantuan plant could teleport -, anda !ollossal plant could teleport 9<. Every si*e increase from ;edium for a creature

quadruples the number of ;edium creatures it counts as, and every si*e decrease cuts the

number of ;edium creatures it counts as by . Having access to si*e reduction effects can

turn this into very efficient transportationI

• Superior:  Nature's ur u* nce per day, you can call all the forces of nature to your beck

and call. All animals, for the duration of one encounter, will aid you in any way they can, as will

any plant5type creatures, magical beasts, vermin and naturally5occurring oo*es. All non5creature plant and fungal life comes to life, being statistically identical to animated obects, e+cept that

they possess the plant type. o determine the e+act number and strength of this natural horde is

determined based on the number of followers you would have if you had the eadership feat,

calculating your eadership score based on )isdom instead of !harisma, and using creature !4 in place of level for your temporary followers. his is very useful in large battles, or when truly

overwhelming force is otherwise required. hese followers will willingly risk their lives for

you, provided the cause is not frivolous or fully self5serving, and certain creatures may refuse totake part due to their alignment.

&hings ,rom the &errible #lse+here:here are...things. errible things, from outside any place man could see, describe, or even

conceive of. A wretched place where the senses fail and the laws of geometry and nature break down.(ometimes, a mote of this place is sloughed off, like an old scab, and finds its way to some helplessworld, where it can corrupt it into a new home. ther times, it oins with a living creature, granting it

 powers in e+change for protection from a world ust as hostile to it as its world to us. Animists who

gain their powers from this source are strange indeed, and are the only Animists who are unlikely to

take issue with (ummoners. (uch creatures are warped by this bond, this living rift in reality, subtly atfirst, until their change becomes apparent to all.

Blessings:

• east:  +ooming 6ania* Four mind has been altered, taking on a tinge of the creature's

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worldview. )hen rolling a )ill save, a 7 is an automatic success. Additionally, your

0nowledge (kills are shuffled, as you reali*e the bi*arre connections of the world. hese skills,

when switched, have their uses and subect matter switched. )hen meeting a prerequisite that

requires a switched 0nowledge (kill, instead use your ranks in the skill with which that skillswitched.

◦ 0nowledge12ature3 and 0nowledge1&lanes3 are switched, as you take an outside view of

the world◦ 0nowledge1$ungeoneering3 and 0nowledge12obility3 switch, as your eyes open to the

kingdoms of the beyond

◦ 0nowledge1Arcana3 and 0nowledge1Engineering3 switch, as you see the architecture of the

universe.

• esser:  (cid Blood* Four internal chemistry changes, turning your bodily fluids into a

corrosive acid. Any time you are damaged by an attack that would draw blood "including, butnot limited to, piercing and slashing damage#, you release a spray of acid, dealing 7d-!on

 bonus acid damage in a burst reaching out < feet from you in all directions. %f you can find a

container, you can also use your blood as an acid, which can be thrown to deal the damagenoted above in a <5foot burst, and can be poured on an obect to deal the same damage. Fou are

immune to acid damage. However, any damage from an alkali is counted as double to you.• Greater: War#ed 7rgans* Four internal organs are in the wrong places, making room for a

malignant tumor growing inside you. Fou are treated as if you possess the "orti"ication armor

quality, granting you a <8J chance to ignore critical hits and sneak attacks.

• Superior: /ldritch umor* he creature within you is now fully5formed, but remains in your

 body, a malign growth that offers you power. Fou may make an additional purely mental(tandard action each round. Additionally, your !onstitution and (trength each increase by 9,

your type becomes Aberration, and you are treated as an aberration by any other such creatures

"o+ers:

• east:  0inhole 1i"t u* Fou can call a pinhole5si*ed rift to the ther &lace within :8 feet of

you, wreaking chaos on those nearby. All creatures who begin their turn in the rift's space or

adacent to it must make a )ill save or suffer the con"used  condition for 7 round. %f the rift isopened in a creatures square, the creature must make a /ortitude save or become nauseated until

the rift closes, as the burst of energy plays havoc with their body. his rift remains open for 7

round per level, or until you dismiss it "a free action#. Fou may use this ability :)is times perday.

• esser:  0ain"ul 6or#hing u* Four symbiote has become uncomfortable to carry, but it has

given you an ideaB @sing your imbuement to harm instead of help. 6y e+pending a point from

your Evolution &ool, you can give an enemy within :8 feet a painful mutation, that hinders itand wracks it with pain. he target suffers on of the following penalties "/ort 2egates#, and is

staggered for )is 6onus rounds. @nlike Animistic %mbuements, you must maintain

concentration "a move action# to continue the effect, which lasts for : rounds after you cease

concentration. nly one such effect may be inflicted on a creature at a time.◦ o"t Bones* he target takes - damage from piercing and slashing attacks, but gains $4 -C5

vs. bludgeoning damage.

◦ 4ataracts* arget is blinded.

◦  8notted Intestines* he target is sickened and may not swallow.

◦ ea +ung* he target is unable to breathe air, but can breathe water instead.

◦ wollen ongue* he target is rendered unable to speak, and is thus unable to cast any spells

which require verbal components, as well as being unable to perform any actions which

require speech.

7/26/2019 Animist (Pathfinder Base Class)

http://slidepdf.com/reader/full/animist-pathfinder-base-class 9/9

◦ wisted leg* 578 foot penalty to land, swim and climb speeds, may not make charge attacks.

◦ Withered hand* 59 penalty to all weapon attacks and any skill or ability checks requiring

manual de+terity.

• 'oderate:  1i"t Beast #* Fou can, thanks to your link to the ther &lace, call upon the

services of a creature from this place. his is, in truth, only the hand of its hand, an invisible

force that can not be perceived. %t is statistically identical to an %nvisible (talker with the

/leshwarped template "giving it a tentacle attack#, summoned as if by summon monster 5I . Atlevel 7, you may summon 7d: such creatures, which are in fact a single creature, with many

manifestations on this plane.

• Greater:  leshwar#ing ield u* )hen you use your #ain"ul mor#hing  ability, you may

spend up to : points from your Evolution &ool to afflict an equal number of creatures with a

single condition from the list above. Fou must still maintain the effect with concentration, but

you do not need to concentrate for each target separately, ust for the effect itself. he targets, atthe time this ability is used, must all be within :8 feet of each other.

• Superior: Walking 1i"t u* Fou are a living portal to the ther &lace. Fou can replicate

dimension door  at will, and may choose to teleport into a space occupied by another creature,inflicting damage to the creature equal to your current hit point total. his damage can not be

used to reduce a creature's H& below 8, and you may only do this : times per day without riskof inury. Every time past this, you take damage equal to the damage you inflict "but you alsomay not be reduced below 8#.