Animist"Text"
– Am Shaegar, AnimistText
Becoming a AnimistText
Table 1: The Animist
Hit Die: d4
Level BAB Ref Fort Will Special Abilities Seedcasting
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1 +0 +0 +2 +2 Animal Casting +1 Seedcasting Level
2 +1 +0 +3 +3 Recovery +1 Seedcasting Level
3 +1 +1 +3 +3 Freedom to Be +1 Seedcasting Level Class skills (2 + Int modifier per level): Animal Affinity (Cha), Animalism (Wis), Heal (Wis), Knowledge (Nature) (Int), Mentalism (Int), Perception (Wis), Spellcraft (Int), Stealth (Dex)
Requirements:Feats: Bestial Nature
Skills: Knowledge (Nature) 6, Animalism 6
Spells: Able to cast nature spells costing 3 spell points or more
Class FusilladesText
- Seedcasting: The Animist increases all casting features as if the character had gained a level in the appropriate class at each indicated level.
- Animal Casting (Su): There's always been something vaguely bestial about the way in which you cast spells, and it appears to be coming more and more to the fore. While you are under the effect of the Animal Form aspect of Animalism, you can cast spells normally.
- Recovery (Su): Nature finds your belief in its strength endearing, and believes right back. Whenever you cast a nature list spell, you heal a number of hit points equal to one half the total spell points expended.
- Freedom to Be (Su): There is such freedom in being who you wish to be, rather than who others perceive you as. Whenever you cast a nature list spell, you may use the Animal Form aspect of Animalism, even if Animalism's time limits would normally prevent you from doing so.