Animist

Even among mystical practitioners, the animist has a strange perspective and even stranger magic.

The animist perceives that all things have a spirit, including objects, constructs, illnesses, buildings, and the environment.

Animist Spirit Magic

The animist adds the following spells to the list of spells he can cast using spirit magic: speak with animals (1st), skinsend (2nd), speak with plants (3rd), malfunction (4th), dream (5th), speak with stone (6th), control construct (7th), trap the soul (8th), soul bind (9th).

This ability replaces the spirit magic spells gained from the shaman’s spirit.

Wrangle Condition (Su)

At 2nd level, the animist interacts directly with unwholesome spirits of the ills that trouble him or his people. To the animist, negative conditions manifest as anthropomorphic spirits or are caused by such spirits (visited upon the creature by bad magic). Either way, the animist can attempt to persuade the spirit to leave its victim alone, thus performing a miraculous healing. As the animist grows in power, he can simply inform these spirits that they are unwelcome and command them to depart.

The animist can attempt a Diplomacy check to persuade the condition’s spirit to leave. Conditions the animist can affect are ranked from minor to dire, with each category having an accompanying Diplomacy DC (see below). The animist cannot take 10 or 20 on the check or receive aid from any creature except another shaman. Failure by 5 or less means the condition spirit is willing to leave the target and transfer to the animist for the rest of the duration or until cured; this happens only if the animist is willing. Failure by 10 or more means that not only is the target inflicted with the condition, but the animist is as well (whether or not he is willing) for the remaining duration or until cured.

Minor Conditions (DC 15): Fatigued, shaken, and sickened.

Major Conditions (DC 20): Dazed and staggered.

Severe Conditions (DC 25): Exhausted, frightened, and nauseated.

Dire Conditions (DC 30): Blinded, deafened, paralyzed, and stunned.

The animist can use this ability a number of times per day equal to 1/2 his shaman level + his Wisdom modifier. Using this ability is a standard action that requires no contact or shared language with the target, but it relies on audible components and the target must be within 30 feet.

Using this ability is a standard action that requires no contact or shared language with the target, but it includes verbal and somatic components. If a target is afflicted with multiple conditions, the animist targets one condition at a time (of her choosing). The animist cannot use this ability on himself.

At 5th level, the animist can use this ability to exorcise minor conditions without needing to attempt a Diplomacy check. He can dispatch major conditions without a roll at 9th level, severe conditions at 13th level, and dire conditions at 17th level. Doing so still requires one use of this ability per condition.

This ability replaces the hex gained at 2nd level.

Exorcism (Su)

At 8th level, the animist can attempt to end effects that control a creature or object, such as magic jar, possess object, dominate person, and dominate monster, or possessing entities such as ghosts. This is a full-round action that requires the animist to touch the target. The possessing or dominating creature must attempt a Will save with a DC equal to 10 + 1/2 the shaman level + her Wisdom modifier. Failure means that the controlling effect ends or the entity is immediately cast out of the target, as appropriate. If the possessing entity is exorcised, it cannot attempt to dominate or possess that target again for 24 hours. The animist can exorcise the same entity out of different targets, but once the entity successfully saves against the animist’s exorcism, it cannot be affected by this ability again for 24 hours.

This ability replaces the hex gained at 8th level.

Dominate Spirit (Sp)

At 10th level, the animist can attempt to possess creatures or objects as magic jar or possess object. When the animist is attempting to possess the creature, his familiar acts as the jar and must be within 10 feet when the animist attempts to possess a creature. The animist’s soul can perceive his surroundings through the familiar’s senses, clearly evaluate potential targets for possession, and communicate with his familiar telepathically. The familiar retains its autonomy while acting as the jar, and is not harmed by being used as a vessel for the animist’s soul. The animist can use this ability once per day at 10th level, plus an additional time per day every 4 levels thereafter.

This ability replaces the hex gained at 10th level.

Contact with the Spirit World (Su)

At 12th level, the shaman can interact with incorporeal entities as if his unarmed strikes and melee weapons had the ghost touch weapon special ability. While using this ability, he can also see nearby ethereal entities and likewise strike at them as if they were incorporeal. He can use this ability for a number of rounds per day equal to his shaman level. The rounds need not be consecutive.

This ability replaces the hex gained at 12th level.

Etherealness (Sp)

At 18th level, the animist can cast etherealness once per day as a spell-like ability.

This ability replaces the hex gained at 18th level.

Spirit Shaman (Sp)

At 20th level, the animist can use ethereal jaunt as at will as a spell-like ability, and cast astral projection once per day as a spell-like ability.

This ability replaces manifestation.

Section 15: Copyright Notice

Pathfinder Roleplaying Game: Advanced Class Guide © 2014, Paizo Inc.; Authors: Dennis Baker, Ross Byers, Jesse Benner, Savannah Broadway, Jason Bulmahn, Jim Groves, Tim Hitchcock, Tracy Hurley, Jonathan H. Keith, Will McCardell, Dale C. McCoy, Jr., Tom Phillips, Stephen Radney-MacFarland, Thomas M. Reid, Sean K Reynolds, Tork Shaw, Owen K.C. Stephens, and Russ Taylor.

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