You have the right to bear arms, scorpion stingers, and everything in between!
Druids, rangers, and others who revere nature barely scratch the surface, for they interact with the products of nature: her magic, her flora, and her fauna, but not with the primal entity whose personality is reflected in everything she creates. Animists commune directly with the primal being herself, offering themselves up as living clay to be shaped into a pure representation of her will. These representations, known as aspects, encompass everything from the pedestrian products of nature to the concepts and emotions that drive nature forward. Despite their range of expression, all animists are united in their adoration of their patron, and are, in essence, nature incarnate.
Commissioned by "Sugar Momma" Patreon backer Sasha Hall, the animist base class presents a new, flavorful system of druidic pact magic with an incarnum-style twist. Featuring the Prominence mechanic, animists take on different natural aspects each morning, but can choose to spend multiple aspect slots to dig deeper and deeper into a single aspect, unlocking further related abilities in a single niche at the cost of reduced versatility. A selection of minor aspects rounds out the animist's daily loadout, ensuring that there's always some interesting little trick on hand for when the going gets rough.
Class Stats
Difficulty to Play (1-5): 2
Difficulty to Build (1-5): 2
Role: Full BAB Primal Striker/Spellcaster
Product Features
The animist base class
Two archetypes - the tattooist and the verdant herald
Favored Class options for all common races, as well as many featured races
Seven feats
21 major aspects, each with seven or more abilities
30 minor aspects
Product Availability
Fulfilled immediately.
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The Animist is a martial base class for the Pathfinder RPG by Interjection Games. It gets its powers from the communion with animal spirits. It uses a mixture of mechanics similar to pact magic and Incarnum.
What’s inside?
17 pages of content for 5 1/2 bucks, which include:
The Animist base class: A full bab, good will save, 4 skill points per level class with proficiency in simple weapons plus some others, light armor and shields, who derives its powers from communing with the animals, called “Animism”. Apart from the main ability, animists can change their unused minor Aspects (more on this below) a couple of times per day, and as a capstone they gain a wildcard major aspect slot.
Animism is divided in Major and Minor aspects and slots. 3 major and 3 minor Aspects are learnt at first level, but you learn one that you meet the requirements for at every level. You prepare a few from the ones you know, similar to wizard preparing his spells, but instead of studying a spellbook you do a kind of ritual where you paint yourself; unlike wizard, you can opt to not bath and keep the same abilities for the next day, and apart from stinking your ability uses refresh after eight hours of resting. However, what makes this class awesome is that you can stack Major slots into one aspect, called “Prominence” (starting at two but increasing up to five), and gain greater communion and thus bigger, better and sometimes new abilities to make up for the loss of the Major slots; of course, you can change the aspects you commune with each day. Do you specialize in one aspect? Or do you prefer versatility while looking like a freak even in a fantasy context? The closest among Paizo classes to this would be the medium. Aaaaaand… that’s it, really, a “simple” class by Interjection Games with exactly 1 class feature (well, 3 if you count the once mentioned before), which makes for incredible ease of play but rewarding, interesting and unique at the same time.
-Favored Class bonuses: This include core plus some others, and add new aspects, higher DCs, interaction bonuses and some others, all fitting and flavorful for the race in question.
-Feats: 4 of these, gaining new aspects, more uses of Minor aspects, and juggling with the Prominence of the aspects. And finally, we have one feat that lets you dabble in one of IG base systems, of course the system being Animism!
-Two archetypes: Tatooists lose the ability to change their Minor aspects a couple of time per day for “pigments”, which are meta effects that last for a week, but you can’t change the pigmented aspect for that time. While very cool, this archetype is a must if you just want to dip, since you get a first level ability in exchange for a fifth level one, effectively gaining something for nothing for the first four levels of progression. Verdant Heralds are forced masters of versatility since you can have an aspect have a higher Prominence than two; Instead, they get an Equality pool at fifth level that can wildcard uses of Minor aspects you prepared, or pay more to use any Minor aspect you KNOW. Another archetype for dips, since you gain the pool at fifth but can’t have a Prominence higher than two before seventh. Don’t get me wrong, the archetypes are very cool and I’m just nitpicking.
-Aspects: 21 Major aspects (plus one more in the free expansion) and 30 Minor ones (three more in the expansion) make for a very varied list of abilities at the Animist disposal. We start with the Major aspects that each take almost half a page! I will cover one Major and three Minor aspects to give the idea of what to expect: The Scorpion aspect makes you chitinous, and fuses your fingers into pincers that are treated like secondary natural attacks but give you penalty to Dex checks. The pincers ignore natural armor up to the number of slots you devote to the Scorpion aspect. At two slots your pincers can deflect attacks, which is an opposed roll with a bonus equal to your Prominence. I’m not really a fan of opposed rolls but you can just rule you get a stacking deflection bonus to AC equal to Prominence. At three slots you treat your pincers as a primary natural attack (normally they are secondary). At four lots you get special combat manoeuvers to crush an arm or a leg (or similar appendage), impeding movement or inflicting penalties to attacks. Finally, at 5 slots you grow a poisonous stinger as a primary natural attack. The Bloodhound gives you scent, the Chameleon lets you cast Vanish as a spell-like ability a few times per day, and the Cornucopia lets you speak in Tongues, as the spell, with natural beings.
Of Note: For an Interjection Games class this one is easy to grasp, and it gives players who like martials the versatility of a casting class. The variety of the aspects is also very nice, enough for many kind of builds. It is also very good for game masters who want to create monstrous humanoids, fey or even outsiders on the fly by just giving them effective Animist levels and just rule they can’t change aspects.
Anything wrong?: If I want to be an ass, I can with the right aspect ROFL! Kidding aside, the only thing I dislike beyond what I mention under archetypes is the "Prominence each" ability’s NAME.
What I want?: More aspects of course, and more support. Why not a prestige class that “theurges” herbalism with animism? It would rock! Maybe aspects that let the Animist dabble in one of the other IG systems. Death for the assassin, Sun and Moon for antipodism, the elements themselves for the Master of Forms, etc.
What cool things did this inspire?: Sometimes cliché is good. A Drow who always slots Spider, Dwarf Mountain, Vishkanya Viper, Catfolk Lion, Flumph Jellyfish… Maybe an Ifrit with Decay, representing the rebirth of the phoenix. Beyond this, an alien Android who communes with an AI god to run “programs” learned from creatures native to “this strange planet” to adapt, changing the flavor of the class (an Int-based archetype perhaps?). Also, seasonal templates for fey based on the 4 seasons aspects, since fey have 4 courts in my campaign.
Do I recommend it?: If you are old like me and liked Bravestarr, or maybe Incarnum Totemist, or even the manga/anime Terraformars, and was wondering how to play that in Pathfinder, this is the book for you. I offer 4 seasonal spirit stars, plus 1/2 for the rainy season, rounded up since there are no half stars here at Paizo. If you DO buy this book, get the expansion for free!
On one hand it practically has one class feature. Its a full BAB chassis with a good will save. it has it's animism, a class feature that interacts with his animism and a capstone. That's it.
On the other hand the class feature it does have is all kinds of interesting. It gets two kinds of aspect slots. For major aspects of seasons or creatures that have a scaling suite of effects based on how many aspect slots are invested in that particular aspect. The minor slots don't have the investment slots and each are an ability that can happen once per day plus an extra time every five levels. At 5th level and every other four levels after that it can swap minor aspects that have static effects or haven't been used so you can get a bit diverse without getting gimped.
The aspect system, particularly the major aspects and the investment mechanic is inspired and interesting, and almost every ability feels relevant, like they each add some power. A number of them are quite overwhelming, probably to make up for the lack of other class features, and you can make some devastating combinations so the class can stand on it's own legs.
But I have a hard time even accepting the amount of class features that the cleric has without being bored so the Animist feels like it really could have been knocked down to a d8 hit die and 3/4 BAB and gotten some more class features to spice it up. In fact I feel like I'd take aspects over the Hunter's spells and creature boosts, as the actual class feature feels like what I wanted Animal focus to do during the playtest and then some. The lack of class features or even bonus feats make the class not be able to interact with other parts of the game and feel lackluster.
I'd give this product 4 out of 5 stars. I know I have some harsh gripes with it but it really it's not bad, just feels a bit flat and its really a matter of taste. As I mentioned above, the cleric feels the same way and many people will still enjoy the cleric. If it could give up some BAB for some other abilities or something I'd be way happier but this is nice too.
So, took me long enough, right? This is the first of the classes commissioned via Interjection Games' patreon and clocks in at 20 pages, 1 page front cover, 1 page editorial/ToC, 1 page SRD, leaving su with 17 pages chock-full with CRUNCH.
One more note - the book sports a handy difficulty to build/play-index - the class scores just 2 of 5, so, as far as Interjection games-classes are concerned, that ought to be pretty simple - so let's take a look at the mechanics: The animist gets d10, full BAB-progression, good will-saves, 4+Int skills per level, proficiency with simple weapons, greatclub, longow, shortbow and whip as well as with light armor and shields. Wearing medium or heavy armor reduced the maximum prominence (more on that later) by 1, unless the armor sports the wield special ability.
The key ability of the class would be animism, the ability to become one with various aspects of nature on a temporary basis - the animist uses temporary tattoos made of natural ingredients in a 1-hour ceremony after resting. This ceremony is only required if the animist wants to change aspects, however. The abilities thus gained are called "aspects." Aspects are grouped in two categories: Minor and major aspects. Animists begin play knowing 3 major and 3 minor aspects. Each level grants the animist one aspect known for which he meets all prerequisites.
If the grouping was not enough of a clue: Aspects occupy slots. An animist begins play with 2 major and 1 minor slots. At 3rd level and every 4 levels thereafter, the animist gets an additional major slot, while at 2nd level and every 4 levels thereafter, he gains a minor slot. If you're taking heed, you'll not that this caps out the class at 7 major slots and 6 minor ones at 19th level. All aspect slots must be filled upon taking the ceremony - you can't keep a slot open like e.g. with spells. t should be noted that animists can suppress the benefits of their aspects as a full-round action, so yes, the class actually can still attend social functions without all people running away screaming from the strange thing. While suppressing an aspect, the animist gains no benefits from it, though. Ceasing suppression is a full-round action that provokes AoOs, making this work pretty seamlessly along the lines established by Pact Magic's physical signs. Nice.
Beyond the basics of aspects, there is prominence - and this makes the class feel a bit akashic mystery-ish/incarnum-ish. For every four class levels the animist possesses, the character increases the prominence value by 1. What does this? Well, an animist may have a major aspect take up more than one major aspect slot, up to the maximum determined by the prominence-level. At 4th level, an animist has just reached prominence 2 and has 3 major slots available. He could e.g. use two major slots for one major aspect and gain the prominence 2 bonus of said aspect and bind a second major aspect for that aspect's prominence 1 bonus...or he could bind 3 major aspects and get the prominence 1 bonuses of all three. If that still sounds confusing, don't fret - the pdf does a great job explaining the mechanic.
Aspects, if applicable, have a saving throw DC of 10 + 1/2 class level + Wis-mod. Untyped abilities of aspects modify others, natural attacks or passive ones tend to be extraordinary, explicitly-stated SPs are spell-like abilities (d'uh) and all other abilities are supernatural. Simple, right? At 5th level, the animist may, as a full-round action that provokes AoOs, 1/day change a minor aspect via the Embody Anew ability, but only if e.g. daily use abilities have not been tapped - nice! This can be done an additional time per day every 4 levels thereafter. As a capstone, the animist gains an additional major slot that acts as a wildcard major slot with a maximum prominence of 1 - the major aspect of this slot can be changed as a full-round action that provokes AoOs. Limited use major aspect prominence 1 abilities are not eligible for this slot.
The class sports FCOs for the core-races, aasimar, drow, tiefling, hobgoblin, kobold, orc and puddling, providing a nice diversity of options. A total of 4 feats complement the class: 1 allows other classes to gain one minor aspect, one grants +2 aspects to the animist, one that allows you to reduce the prominence each ability by -1 (more on that later) and one for +1/day minor aspect use.
The pdf also sports 2 archetypes, the first of which would be the tattooist. This guy gets a pigment pool of 1 at 1st level, +1 every four levels thereafter. When preparing aspects for the day, these guys can expend pigment points to an aspect - this locks the aspect for one whole week - the animist cannot change said aspect. Pigment points only refresh once this time has elapsed. The pigments provide benefits like +1 use of an aspect, increased save DCs, increased damage, +3 initiative (but requiring the activation of the aspect) and 9th level allows for e.g. the swift action activation of an ability- but at the cost of all daily uses and only if none of them have been expended so far, increased prominence and similar, appropriate benefits - all at the cost of the flexibility of the Embody Anew ability: Slight power-increase for less flexibility is the trade-off here.
The second archetype would be the verdant herald, whose prominence caps at 2. Instead of embody anew, the herald gets an equality pool at 5th level, containing 2 points, +2 for every 4 verdant herald levels beyond 5th. The verdant herald may use these points to activate minor aspect abilities sans depleting their daily allotment, but they may not spend more than 2 such points per day on a single aspect. Very interesting - for double the cost, they can actually activate aspect abilities thus, even if they were not prepared. The pool refreshes after meditation and replaces embody anew. At20th level, the herald gets temporary equality points equal to 7-highest prominence among her major aspects, further increasing this flexibility in ability use as the capstone. Oh, and it should be noted that the verdant herald gets three unique feats to utilize the equality pool - minor healing when drawing on aspects not prepared, for example. I wished that one had some sort of scaling, though. On the cool side, you can increase your equality pool...Or, at 15th level, further reduce your maximum prominence to 1...but learn two new major aspects and gain temporary equality points equal to your equality pool size, effectively doubling this component. This feat would have been an archetype in a lesser book and while it looks odd and wonky, it's math, once you dissect it and the DPS-options between characters with and without it, is as concise as I'd expect from Bradley Crouch - essentially, the verdant herald's focus on minor aspects means you can nova better, but don't have that many staying power/non-resource-based combat options.
All right, so that would be the basics, but in order to properly judge the class, we obviously have to take a very close look at the aspects themselves, so let's start with the major aspects. 21 such aspects are provided herein, but each of them has not one, not 2, but 7+ abilities! No, I am not kidding. Basically, we have a default ability labeled "each," the prominence 1 ability and then escalating tricks at higher prominences. So let's take a look at what can be found here:
Autumn is all about stock-piling food, at least if the super-market-going populace or the squirrels around here are any indicator - hence, this aspect allows you to grow berries from your head. You (or allies) may pluck them for minor healing - which, while weak, is nice imagery. At higher prominence, the aspect becomes more interesting - you add buff-effects to the characters that consume your berries and turn them into acid-damage dealing, entangling (no save) crowd-control micro-bombs...and at highest prominence, you can actually regrow them when defeating foes...and yes, kitten-proof.
Perhaps you want to activate magic items based on dumb luck? If so, the more prominence, the less chance you have that your chimpanzee aspect's ability fails...oh, and you have a decent chance of not using those precious charges of your spell-trigger/spell-completion items and even increase CL or grant you save-bonuses versus such items. At the highest prominence, you may choose wild-card druid spells to use instead of the spell-trigger/completion item's effect. And yes, this still takes spell levels into account - no easy cheese to be found here. Perhaps you want to go all swamp-thing and shamble around in creepers that can autonomously perform AoOs? Go for the creeper aspect. Want some moderate inflict wounds SPs? Decay-aspect.
Want to go full-blown DC-villain, fly around and shoot gobs of phosphorescent, burning material akin to the villain Firefly? Just take the aspect of this name. And yes, the latter allows you to even ignore fire resistance at prominence 5. Want reflexive pustules that entangle foes attacking you in melee, a bite with grab (or even a tongue?) - Frog aspect, baby. Bite at reach with specialization-feats? Giraffe. Secondary tentacles, electricity and fortification? Jellyfish. Energy resistance + bonus damage, extending resistance to nearby allies? Obsidian sentinel. I'm not a big fan of the scorpion's option to negate melee attacks, but at least the math is sound and play-style wise, this works pretty well and the option to hamper offensive appendages via the claws is pretty damn cool... as is the fire-damage-dealing capstone poison. Want to be fortified versus some flanking/have movement superiority? Then the spider aspect, with spider climb and net globules as well as immunity to flanking unless dazzled, blinded, etc. would be what you're looking for. Spring increases maximum hit points and provides bonuses when at full strength and, with evasion and the like, is the low-armored, agile aspect. Want fast healing (that thankfully caps once it has taken care of enough damage)? Well, then, obviously, the troll is what you're looking for. The unicorn is about limited healing (particularly awesome if no one wants to play the healer...) and Winter's icy aura is slapstick gold...particularly nasty in combination with trip-builds. At high prominence, the aura not only can deal cold damage, it also penalizes Dex...by -4...OUCH. And if that does not look evil, then you haven't see these guys double-team foes into a trip-loop.
As you can see, the major aspects are mostly devoted to general ability set-up and fighting styles - basically, they are the passive ability-suites that supplement fighting styles with active and unique options. The minor aspects, on the other hand (30 provided, btw.) are more about the flashy, limited tricks: Anteaters may e.g. attack foes or stationary objects with their sticky tongue. If they hit with a "melee touch" (which should be "ranged touch attack"), they move to a square adjacent to the target (provided the way is not blocked), while benefiting from +4 to AC versus AoOs. Apart from the minor wording hiccup, a great ability with cool visuals...though I wished it specified whether the tongue can lift the weight of the animist like a grappling hook - I assume it can, mainly because the image of an animist in my playtest jumping from a tower's window, only to use his tongue to get to an adjacent roof three stories above ground (sans going splat) was too awesome. Cheetah-like sprints, minor reflexive rage, temporary DR by curling up armadillo-style, temporary bat-blindsight (hello, medusa!), create water at will (scaling up to 3/day touch of the sea and 1/day water breathing), con damage-healing via mosquito-drains...or what about decomposing bodies of vanquished non-undead/construct foes to power healing? Or a high-level phoenix-burst that deals AoE-damage and heals the animist?
If all of these do not seem too impressive to you: Remember, this is a full BAB-class that can stand pretty well on its own in melee! The minor aspects essentially add the cool highlights to the gameplay of the animist. EDIT: So, I've been asked to highlight a particular component of this class that I seem to have glossed over or at least not emphasized enough: the way in which the copious natural attacks of this class interact. You see, I mentioned the handy table that lists damage-types, attack types (primary/secondary) etc. for a reason. In case the partial shapechanger-style note below wasn't enough clue for you: What makes the animist interesting beyond the basic chassis and the effects of the respective aspects, is that you can go full-blown bonkers regarding your natural attacks: Let's take an 11th level animist as an example. The animist has 5 major slots, 4 minor ones and a maximum prominence of 3. For a bite attack, we can take either Frog, Viper or Giraffe as a major aspect, both granting the bite from the get-go, with the difference that Frog increases your HP and is more versatile at higher prominences, while giraffe provides a bite with reach and better upgrades -in case you don't have them, prominence 2, which grants Weapon Focus and Weapon Specialization for bite, may be a smart move. The viper aspect provides a poisonous bite - at 2 prominence, the animist gets a retaliatory anti-AoO-bite whenever he's attacked by someone in melee, but only if he has not yet bitten that round. Scorpion provides 2 pincers from the get-go and the 2-prominence parry may be worth the investment - particularly in combination with viper, this allows for a pretty interesting defensive harrier that can start an array of natural attacks on the fly. Jellyfish nets you a tentacle and, if you have the slot to spare, at prominence 2 light fortification...and a second tentacle. While these do not add ability-modifiers not special weapon abilities, but they can still be nasty. Alternatively, prominence 2 nets you claws with the lion major aspect as well as a defensive mane, so that would also be an option to take, though, alas, you have to choose between claws or pincers when attacking, so no combo there. Mind you, that's before minor aspects. At 11th level, we can add "The Cornered" as a minor aspect - when criting with a chosen natural weapon, all weapons wielded, both natural and manufactured, become wounding weapons for one round - you see what I'm going for here? Yeah, pretty neat. Another build my PCs really liked was based on charging and flexibility - basically, the minor aspect The Ravening allows you to increase the damage of your natural attacks by one size as a swift action and fatigues you on the following round for higher damage dice; minor aspect cheetah allows you to increase movement by +30 ft. as a swift action when running or charging and the boar allows for a second attack at the end of a charge, though that one does not stack with e.g. pounce. While not combo-ing with other minor aspects, these can make for a very versatile charger, particularly when combined with the right major aspects. Essentially, the class offers quite a few customization options and different variations you can use to make the type of natural attack-combo/combat option you want.
Part II of my review is in the product discussion.
Now available! For an inside look at the insanity of class creation, head on over to www.patreon.com/interjectiongames - the next design is shaping up to be just as wacky!
He said something about having time for crunch playtests now that Amora's beast is reviewed. Should start seeing IG stuff going through the process again.
Editing and formatting are very good, though not perfect - I noticed some very minor nitpick-points, though none that truly impeded the pdf's functionality. Layout adheres to Interjection Games' classic, printer-friendly b/w-two-column standard and the pdf sports several pieces of thematically-fitting stock art. The pdf comes fully bookmarked with nested bookmarks for maximum convenience.
Bradley Crouch's designs are among the most popular at my table - my players like tinkering with classes; we like flexible options and unique tricks. That being said, his previous full-BAB-classes like the brewmaster have been a bit heavy on the pre-planning. The animist is several things: For one, it's a pretty simple class to grasp. The base mechanics are elegant and smooth. The interesting thing is, though, that you have both the planning component and the flexibility directly in battle - major aspects provide plenty of pre-planning rewards and cool fighting style options that come 100% into their own when properly combined with feats: Then, the animist becomes fearsome indeed. Oh, and then there would be the "non-boring martial"-factor: The minor aspects provide ample unique, cool "see what I did there"-tricks that render playing this front-line fighter/controller rewarding.
Another potential problem did lie in the odd looks and visuals of the class, but thankfully, animists can still attend social gatherings...though getting back all aspects may take a while...which works pretty well, actually: Think of it as superman going into the phone booth - only that you mutate into a kind of grotesque man/animal/plant-thingy with many lethal natural attacks. Hey, and we *all* wanted to do that...right? Right?? Kidding aside, the animist, and that's the crucial component, plays well - yes, you can make a pretty nasty clawing, biting monstrosity here, but the class's true appeal lies in its flexibility. While there are some very minor hiccups here and there, over all, this beast provided a fun, unique playing experience and is an excellent addition to the roster of classes provided by master Crouch - essentially, this is a full BAB-spellcaster-like experience and fun as hell. At this point: Shout out to Sasha Hall, who commissioned this class - thanks for having this one made!
My final verdict will clock in, in spite of minor imperfections, at 4.5 stars, rounded up to 5...and I'll add my seal of approval - get this cool class, it's the coolest take on the nature avatar/partial shapechanger-class I've seen so far!
Reviewed first on endzeitgeist.com, then submitted to Nerdtrek and GMS magazine and posted here, on OBS and d20pfsrd.com's shop.