Анимист - pf2.ru
Войти

Анимист

Source War of Immortals
You are the interlocutor between the seen and unseen, the voice that connects the mortal and the spiritual. You bond with spirits, manifesting their distinct magic and allowing their knowledge to flow through you. You may favor apparitions that grant you healing magic, others that grant you spells of destructive power, or pick and choose between different apparitions as your environment and circumstances demand. You may consider your powers part of a sacred trust or see your unique abilities as a sign that you've been chosen as a champion of two worlds. Whether you advocate for mortals in the planes beyond or whether you represent the spirits' interests, you provide the bridge between realms.
Key Attribute: WISDOM
At 1st level, your class gives you an attribute boost to Wisdom.
Hit Points: 8 plus your Constitution modifier
You increase your maximum number of HP by this number at 1st level and every level thereafter.

Roleplaying the Animist

During Combat Encounters...

You channel the power of spiritual entities called apparitions to cast potent spells and manipulate the battlefield to your advantage. You mix divine magic and the spells granted to you by your attuned apparitions to cast down your enemies or sustain your allies.

During Social Encounters...

You watch and listen, letting the whispers of spirits and otherworldly beings guide you toward sound judgment.

While Exploring...

You use your patient attention to detail, alongside clues and special senses gifted to you by your spiritual allies, to detect threats before they can ambush your companions or to notice hidden treasures that others might pass by.

In Downtime...

You seek out areas close to otherworldly entities who bring you strength or comfort. You might tend to grave sites, tread primeval wildernesses, or ride the rivers and seas. Animists attuned to apparitions of wisdom and knowledge may spend their quiet hours in libraries or temples.

You Might...

  • Talk to spiritual entities only you can perceive.
  • Prefer to speak in stories and descriptive anecdotes.
  • Look at the world from a broader or more metaphorical perspective than most mortal creatures.

Others Probably...

  • Find you detached or absent-minded due to your focus on things beyond their awareness.
  • Value your wisdom as someone with access to vast troves of experience beyond what a single person could normally accumulate.
  • Mistake you for being cruel or lacking empathy because you give equal weight to the material and immaterial.

Initial Proficiencies

At 1st level, you gain the listed proficiency ranks in the following statistics. You are untrained in anything not listed unless you gain a better proficiency rank in some other way.

Perception

Trained in Perception

Saving Throws

Trained in Fortitude
Trained in Reflex
Expert in Will

Skills

Trained in Religion and either Nature or Occultism
Trained in a number of additional skills equal to 2 plus your Intelligence modifier

Attacks

Trained in simple weapons
Trained in unarmed attacks

Defenses

Trained in light armor
Trained in medium armor
Trained in unarmored defense

Class DC

Trained in animist class DC

Spells

Trained in spell attack modifier
Trained in spell DC

Class Features

You gain these features as an Animist. Abilities gained at higher levels list the levels at which you gain them next to the features' names.
Your Level Class Features
1 Ancestry and background, attribute boosts, initial proficiencies, apparition attunement, animist & apparition spellcasting, animistic practice
2 Animist feat, skill feat
3 2nd-rank spells, fortitude expertise, general feat, skill increase
4 Animist feat, skill feat
5 3rd-rank spells, attribute boosts, ancestry feat, skill increase
6 Animist feat, skill feat
7 4th-rank spells, expert spellcaster, general feat, skill increase, third apparition
8 Animist feat, skill feat
9 5th-rank spells, ancestry feat, perception expertise, skill increase
10 Attribute boosts, animist feat, skill feat
11 6th-rank spells, expert protections, general feat, simple weapon expertise, skill increase
12 Animist feat, skill feat
13 7th-rank spells, ancestry feat, master of mind and spirit, skill increase, weapon specialization
14 Animist feat, skill feat
15 8th-rank spells, attribute boosts, fourth apparition, general feat, master spellcaster, skill increase
16 Animist feat, skill feat
17 9th-rank spells, ancestry feat, skill increase
18 Animist feat, skill feat
19 General feat, legendary spellcaster, skill increase, supreme incarnation
20 Attribute boosts, animist feat, skill feat
Your LevelCantrips1st2nd3rd4th5th6th7th8th9th10th
12+21+1
22+22+1
32+22+11+1
42+22+12+1
52+22+12+11+1
62+22+12+12+1
72+32+12+12+11+1
82+32+12+12+12+1
92+32+12+12+12+11+1
102+32+22+22+22+12+1
112+32+22+22+22+22+11+1
122+32+22+22+22+22+12+1
132+32+22+22+22+22+22+11+1
142+32+22+22+22+22+22+12+1
152+42+22+22+22+22+22+22+11+1
162+42+22+22+22+22+22+22+12+1
172+42+22+22+22+22+22+22+22+11+1
182+42+22+22+22+22+22+22+22+12+1
192+42+22+22+22+22+22+22+22+22+10+1*
202+42+22+22+22+22+22+22+22+22+10+1*
The number before a plus sign indicates your spell slots via animist spellcasting, and the number after it indicates your spell slots from apparition spellcasting.
For instance, a 2nd-level animist has “2+1” 1st-rank spell slots, meaning they can prepare two 1st-rank spells via animist spellcasting,
and they also have one spell slot to spontaneously cast an apparition spell.
*The supreme apparition class feature gives you a 10th-rank apparition slot that works a bit differently from other spells.

Ancestry and Background

In addition to what you get from your class at 1st level, you have the benefits of your selected ancestry and background.

Attribute Boosts

In addition to what you get from your class at 1st level, you have four free boosts to different attribute modifiers.
At 5th level and every 5 levels thereafter, you get four free boosts to different attribute modifiers. If an attribute modifier is already +4 or higher, it takes two boosts to increase it; you get a partial boost and must boost that attribute again at a later level to increase it by 1.

Initial Proficiencies

At 1st level, you gain a number of proficiencies that represent your basic training. These proficiencies are noted at the start of this class.

Apparition Attunement

Animists have a gift for divine magic that allows them to serve as conduits or bridges for otherworldly spiritual entities known collectively as apparitions; through them, these entities can commune and interact with the physical world in a process called attunement. Apparitions are myriad and diverse: they may be human spirits lingering on the border between becoming phantoms or ghosts, animal spirits with particularly strong connections to the physical world but lacking the malice that would spur a transition into true undeath, manifestations of natural locations that have grown thought and purpose over time, or they may be a different variation altogether. Some animists attune to one or more specific apparitions that accompany them in their travels, forming deep partnerships over time, while others adapt to their surroundings by befriending the local apparitions who dwell wherever the animist's journey takes them.
Each day during your daily preparations, choose two apparitionsto attune to. Of these, choose one to be your primary apparition. Your attuned apparitions each grant you knowledge in the form of Lore skills and a repertoire of additional spells you can cast using apparition spellcasting (see below), and your primary apparition grants you even further power in the form a unique vessel focus spell and, when you are higher level, a unique avatar form.
When you Refocus, you can change which of your currently attuned apparitions is your primary apparition, selecting from any of the apparitions you attuned to during your daily preparations. All your apparitions typically remain attuned to you until your next daily preparations, but some animist abilities can temporarily disperse them, usually in exchange for a powerful boon. If an apparition is dispersed, you lose access to its gifts—you forget its apparition skills, its spells are removed from your apparition spell repertoire, and you can't use its vessel spell or avatar form—until you attune to it again. When you disperse your primary apparition, one of your remaining apparitions becomes your primary apparition, chosen by you at the time of dispersal.
See Animist Apparitions for more information.

Animist & Apparition Spellcasting

Your role as a spiritual medium connecting the mortal Universe to the realms beyond lets you cast your magic in two distinct ways: you both learn and prepare spells from the divine tradition yourself, and you also channel the knowledge and power of your attuned apparitions, gaining spell slots and a repertoire of spells from them that you can cast spontaneously.
Regardless of which source you're drawing on, you are a spellcaster and can cast spells of the divine tradition using the Cast a Spell activity. As an animist, your incantations might take the form of reciting relevant snippets of legends—stories passed down orally—or they might see you calling nearby spirits to honor ancient vows. Your gestures could be elegant dances or full-body convulsions as generations of memories and otherworldly energies inherited from your spiritual allies surge through you.
Some of your spells require you to attempt a spell attack to see how effective they are, or have your enemies roll against your spell DC (typically by attempting a saving throw). Since your key attribute is Wisdom, your spell attack modifiers and spell DC use your Wisdom modifier.
The clearly delineated partnership between an animist and their apparitions means you can't cast your animist spells using your apparition spell slots or vice versa— your magics remain complementary and harmonious, yet as distinct as the two worlds from which they come.

Animist Spellcasting

As a keeper of knowledge, you are constantly learning new techniques and spells. Each day, you can prepare one 1st-rank spell and 2 cantrips from among the common spells on the divine spell list or from other divine spells you've gained access to and learned via Learn a Spell. Prepared spells remain available to you until you cast them or until you prepare your spells again. The number of spells you can prepare is called your spell slots.
As you increase in level as an animist, the number of spells you can prepare each day increases, as does the highest rank of spell you can cast, as shown in Animist Spells per Day.
You are a prepared spellcaster for the purposes of determining how you interact with staves and other items or effects that differentiate between prepared and spontaneous spellcasters.

Apparition Spellcasting

You can draw upon your attuned apparitions as a second source of magical knowledge and power. You gain additional spontaneous spell slots and a spell repertoire from your attuned apparitions. At first level, you can cast two apparition cantrips and one 1st-rank apparition spell per day. You must have the spell in your apparition spell repertoire to cast it; this is a collection of spells granted to you by all your attuned apparitions. You can cast any spell in your apparition spell repertoire by using an apparition spell slot of an appropriate spell rank. Any of these spells that aren't normally on the divine list are still divine spells if you cast them this way. As you increase in level, you gain further apparition spell slots, and your apparitions grant you higher-rank apparition spells, as detailed in each apparition entry.

Heightening Spells

When you gain spell slots of 2nd rank and higher, you can fill those slots with stronger versions of lower-rank spells. This increases the spell's rank, heightening it to match the spell slot. Many spells have specific improvements when they are heightened to certain ranks. All your apparition spells are signature spells. That means that you can heighten any apparition spell freely by casting it from a higher-rank apparition spell slot, up to the maximum rank of apparition spell you can cast.

Cantrips

Some of your spells are cantrips. A cantrip is a special type of spell that doesn't use spell slots. You can cast a cantrip at will any number of times per day. A cantrip is automatically heightened to half your level rounded up—this is usually equal to the highest rank of animist spell slot you have. For example, as a 1st-level animist, your cantrips are 1st-rank spells, and as a 5th-level animist, your cantrips are 3rd-rank spells.

Vessel Spells

Your primary attuned apparition can use your body as a conduit, allowing you to cast a unique vessel spell. Vessel spells are a type of focus spell. Because vessel spells are a manifestation of a specific apparition, an animist can't cast or Sustain a specific vessel spell in the same round they have already cast or Sustained it (for example, an animist who has cast earth's bile during their turn can't then cast or Sustain another instance of earth's bile during that same turn).
It costs 1 Focus Point to cast a focus spell, and you start with a focus pool of 1 Focus Point. You refill your focus pool during your daily preparations, and you can regain 1 Focus Point by spending 10 minutes using the Refocus activity to treat with nearby spirits, meditate on resolving an issue pertaining to the balance of spirits and mortals, or tell a story.
Focus spells are automatically heightened to half your level rounded up, much like cantrips. Focus spells don't require spell slots, and you can't cast them using spell slots. The maximum Focus Points your focus pool can hold is equal to the number of focus spells you have, though certain feats or abilities adjust this number, but it can never be more than 3 points.

Animistic Practice

At 1st level, you choose an animistic practice that influences the way your power grows and develops, and you gain its first invocation. At 9th level, you gain its second invocation, and at 17th, you gain its third.

Animist Feats Level 2

At 2nd level and every even-numbered level, you gain an animist class feat.

Skill Feats Level 2

At 2nd level and every 2 levels thereafter, you gain a skill feat. You must be trained or better in the corresponding skill to select a skill feat.

Fortitude Expertise Level 3

Spiritual energy reinforces your body, making you more resilient. Your proficiency rank for Fortitude saves increases to expert.

General Feats Level 3

At 3rd level and every 4 levels thereafter, you gain a general feat.

Skill Increases Level 3

At 3rd level and every 2 levels thereafter, you gain a skill increase. You can use this increase to either become trained in one skill you're untrained in, or to become an expert in one skill in which you're already trained.
At 7th level, you can use skill increases to become a master in a skill in which you're already an expert, and at 15th level, you can use them to become legendary in a skill in which you're already a master.

Ancestry Feats Level 5

In addition to the ancestry feat you started with, you gain an ancestry feat at 5th level and every 4 levels thereafter.

Expert Spellcaster Level 7

The magic of the spirits flows freely through you. Your proficiency ranks for spell attack modifier and spell DC increase to expert.

Third Apparition Level 7

You've learned to shelter more spirits, gaining access to more magic. When you attune to apparitions during your daily preparations, you choose three apparitions to attune to, with one of them being your primary apparition. The number of Focus Points in your focus pool increases by 1 (maximum 3).

Perception Expertise Level 9

Your apparitions call attention to minute details you might otherwise overlook. Your proficiency rank for Perception increases to expert.

Expert Protections Level 11

The spiritual entities that protect you warn you of harm before it would occur, giving you more time to react, and help bear the burden of your armor when it is necessary. Your proficiency rank for light armor, medium armor, unarmored defense, and Reflex saves increases to expert.

Simple Weapon Expertise Level 11

Training and magical assistance from your spiritual companions have improved your weapon technique. Your proficiency rank for simple weapons and unarmed attacks increases to expert.

Master of Mind and Spirit Level 13

Your apparitions gird your mind against hostile intrusion and shield you from the effects of entities seeking to control your mind. Your proficiency rank for Will saves increases to master. When you roll a success at a Will save, you get a critical success instead.

Weapon Specialization Level 13

You've learned how to inflict greater injuries with the weapons you know best. You deal 2 additional damage with weapons and unarmed attacks in which you are an expert. This damage increases to 3 if you're a master and 4 if you're legendary

Fourth Apparition Level 15

You're truly loved by the spirits, with apparitions flocking to you from far and wide. When you attune to apparitions during your daily preparations, you choose four apparitions to attune to, with one of them being your primary apparition. The number of Focus Points in your focus pool increases by 1 (maximum 3).

Master Spellcaster Level 15

Your affinity with the apparitions you bond to has further enhanced the potency of your magic. Your proficiency ranks for spell attack modifier and spell DC increase to master.

Legendary Spellcaster Level 19

You are a near-perfect channel for the magical energies of the realms beyond. Your proficiency ranks for spell attack modifier and spell DC increase to legendary.

Supreme Incarnation Level 19

You become a nexus between the mortal and spiritual realms through which your apparition can embody its full might. You gain a 10th-rank apparition spell slot. In addition to heightened versions of your apparition spells, you can use this slot to cast avatar. When you cast avatar in this way, you do not become an avatar of a deity; rather, your primary attuned apparition incarnates itself using your body, transforming you into the avatar described in your primary attuned apparition's entry.

Черты

Название / Name Дескрипторы Уровень Действия Требования Источник
1 2 3 4 5
Дух-фамильяр (анимист) / Spirit Familiar (Animist) Анимист 1 - Война Бессмертных
Круговорот духов / Circle of Spirits Анимист Сущность Концентрация 1 1 - Война Бессмертных
Передать управление / Relinquish Control Анимист Сущность 1 4 - Война Бессмертных
Проводящая стойка / Channeler's Stance Анимист Стойка 1 1 - Война Бессмертных
Чутьё сущности / Apparition Sense Анимист Сакральный 1 - Война Бессмертных
Воплощение баланса / Embodiment Of The Balance Анимист 2 - Война Бессмертных
Заклинание духовного расширения / Spiritual Expansion Spell Анимист Сущность Концентрация Метамагия 2 1 - Война Бессмертных
Заклинание хватающих духов / Grasping Spirits Spell Анимист Сущность Концентрация Метамагия 2 1 - Война Бессмертных
Проведённая защита / Channeled Protection Анимист Сущность Аура 4 1 Channeler's Stance Война Бессмертных
Прогулка по дебрям / Walk The Wilds Анимист 4 - Война Бессмертных
Усиливающая сущность / Apparition's Enhancement Анимист Сущность Сакральный Дух 4 4 Channeler's Stance Война Бессмертных
Злопамятный удар / Grudge Strike Анимист Сущность Сакральный Переменчивое 6 2 - Война Бессмертных
Осведомлённость медиума / Medium's Awareness Анимист Сущность Сакральный Переменчивое 6 - Война Бессмертных
Пылающий дух / Blazing Spirit Анимист Сущность Сакральный Огонь Переменчивое 6 5 - Война Бессмертных
Ревущее сердце / Roaring Heart Анимист Сущность Сакральный Переменчивое 6 2 - Война Бессмертных
Стабилизирующая сущность / Apparition Stabilization Анимист Сущность Переменчивое 6 - Война Бессмертных
Духовный путь / Spirit Walk Анимист Сущность Аура Исследование 8 - Война Бессмертных
Инстинктивные манёвры / Instinctive Maneuvers Анимист Сущность 8 Relinquish Control Война Бессмертных
Ищущий ветра / Wind Seeker Анимист 8 Walk The Wilds Война Бессмертных
Отражение сущности / Apparition's Reflection Анимист Сущность Метамагия 8 1 - 3 - Война Бессмертных
Полёт на теневых крыльях / Fly on Shadowed Wings Анимист Сущность 10 2 - Война Бессмертных
Ускорение сущности / Apparition's Quickening Анимист Сущность Концентрация Метамагия 10 4 - Война Бессмертных
Облачная сущность / Apparition Cloud Анимист Неудача Переменчивое 12 5 Spirit Familiar (Animist) Война Бессмертных
Предупреждающий шёпот / Whisper of Warning Анимист Сущность Сакральный Неудача Переменчивое 12 5 - Война Бессмертных
Тени внутри теней / Shadows Within Shadows Анимист Сущность Сакральный Неудача Переменчивое 12 5 - Война Бессмертных
Изгнать ложь плоти / Banish Falsehoods Of Flesh Анимист Концентрация Сакральный 14 1 - Война Бессмертных
Слаженное волшебство / Cardinal Guardians Анимист 14 - Война Бессмертных
Сердце леса / Forest's Heart Анимист Сущность Сакральный Стойка Переменчивое 16 1 - Война Бессмертных
Стойка духовной метамагии / Spiritual Spellshape Stance Анимист Сущность Сакральный Стойка Переменчивое 16 1 - Война Бессмертных
Чудовищные наклонности / Monstrous Inclinations Анимист Сущность Переменчивое 16 1 - Война Бессмертных
Шутовская забава / Jester's Gambol Анимист Сущность Сакральный Стойка Переменчивое 16 1 - Война Бессмертных
Духовная жертва / Spirit's Sacrifice Анимист Сущность 18 4 - Война Бессмертных
Круговорот душ / Cycle of Souls Анимист Сущность 18 4 liturgist practice,; at least one animist stance Война Бессмертных
Вечный проводнике / Eternal Guide Анимист Сущность 20 - Война Бессмертных
Истинное проведение заклинания / True Channel Spell Анимист 20 - Война Бессмертных

Фокальные заклинания

Название / Name Дескрипторы Уровень Сотворение Источник
1 2 3 4 5
Воплощение битвы / Embodiment Of Battle Необычный Анимист Фокальное 1 1 Война Бессмертных
Грация нимфы / Nymph's Grace Необычный Анимист Аура Эмоции Фокальное Устранение Ментальный Зрение 1 1 Война Бессмертных
Желчь земли / Earth's Bile Необычный Анимист Земля Огонь Фокальное 1 1 Война Бессмертных
Запасти время / Store Time Необычный Анимист Фокальное 1 1 Война Бессмертных
Зеркала трикстера / Trickster's Mirrors Необычный Анимист Фокальное Иллюзия Ментальный Зрение 1 1 Война Бессмертных
Походная мастерская / Traveling Workshop Необычный Анимист Фокальное Манипуляция 1 1 Война Бессмертных
Река рассекающая горы / River Carving Mountains Необычный Анимист Фокальное Вода 1 1 Война Бессмертных
Сад исцеления / Garden Of Healing Необычный Анимист Аура Эмоции Фокальное Исцеление Ментальный 1 1 Война Бессмертных
Тревожащий шёпот / Discomfiting Whisper Необычный Анимист Аура Фокальное Неудача Пустота 1 1 Война Бессмертных
Форма всепожирающей тьмы / Devouring Dark Form Необычный Анимист Фокальное Метаморфоза 1 1 Война Бессмертных
Форма темного леса / Darkened Forest Form Необычный Анимист Фокальное Полиморф 1 1 Война Бессмертных

Сущности

Source War of Immortals
Vanguards of roaring waters are found where rivers carve their way through mountains, creating fearsome rapids. They can also be found near bays where rivers meet the sea and create turbulent breakers and unpredictable undertows, coastal reefs that tear the bottoms from unwary ships and isolate islands, or anywhere else where water becomes violent and difficult to navigate safely. Vanguards of roaring waters encourage chaos and are easily bored.
Apparition Skills Mountain Lore, River Lore
Apparitions Spells
Cantrip: Rousing Splash
1st: Hydraulic Push
2nd: Mist
3rd: Crashing Wave
4th: Hydraulic Torrent
5th: Control Water
6th: Personal Ocean
7th: Dancing Fountain
8th: Whirlpool
9th: Wrathful Storm
Vessel Spell River Carving Mountains
Avatar River that Splits the World Speed 50 feet, swim Speed 70 feet; Melee 1 parting mountains ( reach 15 feet, versatile S, water), Damage 6d10+6 bludgeoning Ranged 1 crash into the sea ( range 120 feet, versatile P, water), Damage 6d6+6 bludgeoning
Source War of Immortals
Monarchs of the fey courts make their homes near places with strong ties to the First World, or in places where nymphs once held sway. They are drawn to animists who blend an appreciation for art and nature's beauty with a ruler's ambition. Monarchs of fey courts are vain, capricious, and do not easily forgive slights or poor manners.
Apparition Skills Art Lore, Fey Lore
Apparitions Spells
Cantrip: Tangle Vine
1st: Charm
2nd: Create Food
3rd: Enthrall
4th: Suggestion
5th: Hallucination
6th: Dominate
7th: Mask of Terror
8th: Uncontrollable Dance
9th: Unfathomable Song
Vessel Spell Nymph's Grace
Avatar Queen of the Winter Court Speed 50 feet, fly Speed 50 feet, swim Speed 50 feet; Melee 1 queen's caress ( reach 15 feet, agile), Damage 6d10+6 mental; Ranged 1 monarch's spite ( mental, range 120 feet, versatile cold), Damage 6d6+6 mental
Source War of Immortals
Witnesses to ancient battles may be the lingering remnants of soldiers who never returned from their last deployment or the restless souls of warriors whose final contest left them unfulfilled. Or the apparitions may be valkyries and other beings from beyond, naturally drawn to sites of death and battle, or even the unquiet entity formed from a battlefield that saw so much death and blood it gained a spiritual essence of its own. Witnesses to ancient battles are often somber and grim.
Apparition Skills Battlegrounds Lore, Heraldry Lore
Apparitions Spells
Cantrip: Shield
1st: Sure Strike
2nd: Enlarge
3rd: Ghostly Weapon
4th: Weapon Storm
5th: Invoke Spirits
6th: Phantasmal Calamity
7th: True Target
8th: Canticle of Everlasting Grief
9th: Weapon of Judgment
Vessel Spell Embodiment Of Battle
Avatar General of Endless Battle Speed 70 feet, immune to immobilized; Melee 1 final strike ( agile, fatal d12, reach 15 feet), Damage 6d8+6 slashing
Source War of Immortals
Stewards of stone and fire linger near volcanoes and deep places near the heart of the earth, hot springs where the water is too scorchingly hot to allow casual enjoyment, and other places where the barrier between fire and earth is thin or nonexistent, though particularly old rock formations, canyons, and other natural features of earth may also spawn or attract them. Stewards of stone and fire are quick to anger and slow to forget.
Apparition Skills Mountain Lore, Volcano Lore
Apparitions Spells
Cantrip: Ignition
1st: Interposing Earth
2nd: Exploding Earth
3rd: Fireball
4th: Wall of Fire
5th: Wall of Stone
6th: Petrify
7th: Volcanic Eruption
8th: Earthquake
9th: Falling Stars
Vessel Spell Earth's Bile
Avatar Blood of Planets Speed 50 feet, burrow Speed 50 feet, ignore difficult terrain and greater difficult terrain; Melee 1 avalanche of molten stone ( reach 15 feet, versatile B), Damage 6d10+6 fire; Ranged 1 cleansing eruption ( fire, range 120 feet), Damage 6d6+6 fire
Source War of Immortals
Crafters in the vault are found in dungeons, forges, or other places where creation and injury occur concurrently. They enjoy partnering with animists who compliment them on their creations, but often become jealous when anyone else intrudes on their expertise, including casting any of the spells that appear on their apparition list.
Apparition Skills Architecture Lore, Engineering Lore
Apparitions Spells
Cantrip: Sigil
1st: Mending
2nd: Knock
3rd: Ghostly Weapon
4th: Creation
5th: Impaling Spike
6th: Wall of Metal
7th: Beheading Buzz Saw
8th: Ferrous Form
9th: Resplendent Mansion
Vessel Spell Traveling Workshop
Avatar Incarnate Dungeon Speed 50 feet, either burrow Speed 50 feet or fly Speed 50 feet; Melee 1 dungeon trap ( reach 10 feet, versatile B or P), Damage 6d6+6 slashing plus Grab; Ranged 1 deadly darts ( range 120 feet, versatile poison), Damage 6d6+6 piercing
Source War of Immortals
Impostors in hidden places whisper in quiet corners where mortal voices rarely resound, hoarding secrets and pondering unknowable truths. They often bring misfortune to those who disturb them, though an animist who earns their trust will find that they make effective allies.
Apparition Skills Fortune-Telling Lore, Underworld Lore
Apparitions Spells
Cantrip: Telekinetic Hand
1st: Ill Omen
2nd: Invisibility
3rd: Veil of Privacy
4th: Liminal Doorway
5th: Strange Geometry
6th: Mislead
7th: Planar Palace
8th: Cataclysm
9th: Phantasmagoria
Vessel Spell Discomfiting Whisper
Avatar Whisper Hiding in Shadows Speed 50 feet, fly Speed 50 feet; Melee 1 shadowed touch ( reach 15 feet, versatile cold), Damage 6d10+6 void; Ranged 1 whisper of despair ( range 120 feet), Damage 6d6+6 void
Source War of Immortals
Lurkers in devouring dark are most often near old shipwrecks, deadly icebergs, and other places where ice and deep water are most prevalent. In places where the Dark Tapestry intrudes upon the world, there can be found variant lurkers in devouring dark who offer Dark Tapestry Lore in place of Sailing Lore and whose spells of water and ice instead deal void damage.
Apparition Skills Ocean Lore, Sailing Lore
Apparitions Spells
Cantrip: Caustic Blast
1st: Grim Tendrils
2nd: Acid Grip
3rd: Aqueous Orb
4th: Grasp of the Deep
5th: Wall of Ice
6th: Frost Pillar
7th: Hungry Depths
8th: Arctic Rift
9th: Implosion
Vessel Spell Devouring Dark Form
Avatar Tentacles from the Dark Speed 70 feet, swim Speed 70 feet; Melee 1 grasping tentacles ( reach 30 feet), Damage 6d10+6 bludgeoning plus Grab
Source War of Immortals
Stalkers in darkened boughs make their homes in ancient forests and jungles unfriendly to humanoids and others who would exert control or influence over nature's designs. These apparitions are drawn to animists who harbor violent thoughts or impulses but are more likely to linger with animists who can quell their hatred. Stalkers in darkened boughs are moody, impulsive, and prone to seeing things from the least charitable perspective.
Apparition Skills Forest Lore, Hunting Lore
Apparitions Spells
Cantrip: Gouging Claw
1st: Runic Body
2nd: Vomit Swarm
3rd: Wall of Thorns
4th: Bestial Curse
5th: Moon Frenzy
6th: Tangling Creepers
7th: Unfettered Pack
8th: Monstrosity Form
9th: Wrathful Storm
Vessel Spell Darkened Forest Form
Avatar Beast of the Boughs Speed 70 feet, fly Speed 70 feet; Melee 1 devouring jaws ( deadly 3d10, reach 15 feet), Damage 6d10+6 piercing
Source War of Immortals
Revelers in lost glee are twisted apparitions that arise in desolate and abandoned places where people once found great joy. They take immense mirth in causing harm or discomfort to others and do not enjoy being attuned to animists who fail to laugh at their antics.
Apparition Skills Circus Lore, Fortune-Telling Lore
Apparitions Spells
Cantrip: Prestidigitation
1st: Dizzying Colors
2nd: Laughing Fit
3rd: Hypnotize
4th: Confusion
5th: Illusory Scene
6th: Vibrant Pattern
7th: Warp Mind
8th: Quandary
9th: Wails of the Damned
Vessel Spell Trickster's Mirrors
Avatar Ringmaster of the Dark Celebration Speed 50 feet, ignore difficult terrain and greater difficult terrain; Melee 1 ringmaster's whip ( reach 15 feet, trip), Damage 6d10+6 slashing; Ranged 1 feast of the lost ( acid, range 120 feet, versatile void), Damage 6d6+6 acid
Source War of Immortals
Custodians of groves and gardens frequent tended greenery and farmlands cared for by loving stewards, and other places of reflection and restoration where green things grow. Some of these apparitions linger in the mortal realms not because they have lost their way, but because they believe they have already found Elysium. Others are the cultivated spiritual essence of the location itself. Custodians of groves and gardens are peaceful, quiet, and averse to conflict.
Apparition Skills Farming Lore, Herbalism Lore
Apparitions Spells
Cantrip: Tangle Vine
1st: Protector Tree
2nd: Gentle Breeze
3rd: Safe Passage
4th: Peaceful Bubble
5th: Truespeech
6th: Field of Life
7th: Lifewood Cage
8th: Moment of Renewal
9th: Nature's Enmity
Vessel Spell Garden Of Healing
Avatar Peaceful Reaches Speed 60 feet, ignore difficult terrain and greater difficult terrain; Melee 1 garden's cradle ( agile, nonlethal, reach 10 feet, trip), Damage 6d6+6 bludgeoning plus Grab; Ranged 1 impose peace ( nonlethal, range 120 feet), Damage 6d6+6 mental
Source War of Immortals
Echoes of lost moments are apparitions born from memories that everyone has forgotten, often arising from fragmented pieces of magic and memory left behind by time-altering magic. They may even occur in response to significant temporal tampering, cleaning up fragments of time damaged by irresponsible magic. These apparitions are drawn to animists who are orderly and responsible, and they can give such hosts access to spells that alter a target's timeline or removes them from the current timeline, reveal visions of past or future events, or even accelerate magical effects to a point in time where they have already ended.
Apparition Skills Fortune-Telling Lore, Genealogy Lore
Apparitions Spells
Cantrip: Figment
1st: Déjà Vu
2nd: Dispel Magic
3rd: Curse of Lost Time
4th: Vision of Death
5th: Illusory Scene
6th: Phantasmal Calamity
7th: Retrocognition
8th: Quandary
9th: Foresight
Vessel Spell Store Time
Avatar Devourer of Lost Time Speed 30 feet, fly Speed 50 feet; Melee 1 devour potential ( reach 15 feet, void), Damage 6d10+6 void; Ranged 1 scream of loss ( range 120 feet, void), Damage 6d6+6 void

Практики

Source War of Immortals
You draw forth your apparitions through the power of song and dance, connecting the spiritual to the physical. These performances can be of your own creation or follow the specific rites of your religion.
Song of Invocation (1st) You can sing out to the spirits to have them spin and twirl around you. You gain the Circle of Spirits feat.
Dancing Invocation (9th) The movement of your body grants power to your magic. When you Leap, Step, or Tumble Through, you also Sustain an apparition spell or vessel spell.
Invocation of Priase (17th) Your liturgies call to the spirits even in the heat of battle. When you roll initiative, you can use Circle of Spirits as a free action. If your first action on your first turn is to cast an apparition cantrip granted by your primary apparition, you reduce the number of actions it takes to cast it by 1 (minimum 1 action).
Source War of Immortals
You are particularly good at acting as a conduit for spiritual energy and tend to associate more freely with a wide array of apparitions, though you tend not to form the deep bond with a single apparition that other animists often develop.
Invocation of Unity (1st) The lines between your body and your apparition are blurry. You gain the Relinquish Control feat.
Dual Invocation (9th) You can build powerful bonds with multiple apparitions. You can select two of your attuned apparitions to be your primary apparitions. If you have the supreme incarnation class feature, you choose which apparition's avatar form you manifest each time you cast the avatar spell. The number of Focus Points in your focus pool is equal to the number of focus spells you have or the number of primary apparitions you are attuned to, whichever is higher (maximum 3).
Invocation of Synchronization (17th) The line between your intentions and those of the apparition possessing you blurs, leaving you better able to support each other in the throes of combat. While you have Relinquished Control to an apparition, you gain the following additional benefits:
  • Once per round, you can attempt a Recall Knowledge check as a free action.
  • All Strikes you make with a weapon or unarmed attack deal an additional 2 points of spirit damage.
  • You gain resistance equal to half your level against all physical damage, but have weakness equal to your level to spirit damage.
Source War of Immortals
You are particularly sensitive to the presence and influence of spirits and undead. You can detect lingering spirits, offering you some defense against them.
Invocation of Sight (1st) You shift your eyes easily to the spirit world, intuiting the needs of apparitions and other spiritual entities based on how they appear to you. You gain the Apparition Sense feat. You also gain a +1 status bonus to saving throws and AC against the effects of haunts and the abilities of spirits and incorporeal undead.
Invocation of Protection (9th) Your status as an intermediary across planar boundaries grants you further defenses against spiritual ailments. You gain spirit resistance and void resistance equal to half your level, and your status bonus to saving throws and AC against the effects of haunts and the abilities of spirits and incorporeal undead increases to +2.
Invocation of Resilience (17th) You are a bulwark against the terrible spirits that lurk in the dark. Your apparition sight becomes a precise sense and your status bonus to saving throws and AC against the effects of haunts and the abilities of spirits and incorporeal undead increases to +3.
Source War of Immortals
You form close bonds with your apparitions that allow you to invest them with the rare ability to take on a material form and directly affect the physical world.
Invocation of Embodiment (1st) You allow your apparition to inhabit a physical form. You gain the Spirit Familiar feat. At 2nd level, you gain the Enhanced Familiar feat.
Invocation of Growth (9th) Your bond with the physical form of your chosen apparition grows stronger. You gain the Incredible Familiar feat.
Invocation of Otherworldliness (17th) Your apparition familiar becomes ever more powerful, straddling the line between physical and spiritual. Your spirit familiar can take a single action that has the concentrate trait to become incorporeal for 1 minute. It gains the incorporeal trait, meaning it can move through physical creatures and such creatures can move through it. It can't attempt Strength-based checks (such as Grapple) against corporeal creatures, and corporeal creatures can't attempt such checks against it. It gains immunity to precision damage and resistance to physical damage (except damage from Strikes with the ghost touch property rune) equal to half your level (double against non-magical damage) but weakness to force damage equal to half your level. However, when incorporeal, your spirit familiar can travel no more than 60 feet from you and must maintain line of effect to you; this typically prevents it from moving through walls. Your spirit familiar can Dismiss this effect.