During Daily Preparations, Delta attunes to two apparitions as his primary and secondary apparitions. Each grants him knowledge in the form of Lore skills and a repertoire of additional spells he can cast using apparition spellcasting, and his primary apparition grants him even further power in the form a unique vessel focus spell and, when he is higher level, a unique avatar form.
During Daily Preparations, choose one (from Kitsune Spell Familiarity): Daze, Forbidding Ward or Ghost Sound
Below are the apparitions he can attune to:
Spoiler:
Crafter in the Vault
Skills: Architecture Lore, Engineering Lore
Cantrip: Sigil
Spells: (1st) Mending, (2nd) Knock
Vessel Spell: Traveling Workshop
Custodian of Groves and Gardens
Skills: Farming Lore, Herbalism Lore
Cantrip: Tangle Vine
Spells: (1st) Protector Tree, (2nd) Gentle Breeze
Vessel Spell: Garden of Healing
Echo of Lost Moments
Skills: Fortune-Telling Lore, Genealogy Lore
Cantrip: Figment
Spells: (1st) Déjà vu, (2nd) Dispel Magic
Vessel Spell: Store Time
Steward of Stone and Fire
Skills: Mountain Lore, Volcano Lore
Cantrip: Ignition
Spells: (1st) Interposing Earth, (2nd) Exploding Earth
Vessel Spell: Earth’s Bile
Vanguard of Roaring Waters
Skills: Mountain Lore, River Lore
Cantrip: Rousing Splash
Spells: (1st) Hydraulic Push, (2nd) Mist
Vessel Spell: River Carving Mountains
Witness to Ancient Battles
Skills: Battlegrounds Lore, Heraldry Lore
Cantrip: Shield
Spells: (1st) Sure Strike, (2nd) Enlarge
Vessel Spell: Embodiment of Battle
Animist Spellcasting
Two Prepared Cantrips: Needle Darts, Rousing Splash
Two Prepared Spells (Rank 1): [] Animate Dead, [] Necromancer’s Generosity
One Prepared Spell (Rank 2): [] Final Sacrifice
Apparition Spellcasting
Attuned Apparitions: Witness to Ancient Battles (primary), Custodian of Groves and Gardens
Lores: Battlegrounds Lore, Heraldry Lore, Farming Lore, Herbalism Lore
Cantrips: Shield, Tangle Vine
Spells (Rank 1) []: Sure Strike, Protector Tree
Spells (Rank 2) []: Enlarge, Gentle Breeze
Focus Spell []: Embodiment of Battle
PRIMARY APPARITION: Witness to Ancient Battles
SECONDARY APPARITION: Custodian of Groves and Gardens
At Round 1 of Encounter mode, Delta draws his +1 Greataxe and Demoralizes the nearest enemy to him before raising his shield.
[dice=Intimidation to Demoralize]1d20+9[/dice] vs target’s Will DC
If the target gains Frightened condition, Delta gains via ↺ Invigorating Fear temporary HP equal to the creature's level or 3, whichever is higher which lasts 1 minute.
◆ Interact to draw weapon
◆ Demoralize
↺ Invigorating Fear
◆ Shield
At Round 2, he allows to be taken over by his apparition that shields him from outside forces.
◇ Relinquish Control – +4 status bonus on saves vs spells and effects that gives controlled condition or attempt to influence your actions (such as charm, command, or a nosoi’s haunting melody). However, the only actions you can take are to Recall Knowledge, Step, Strike, Cast an apparition Spell, Cast a vessel Spell, Sustain a vessel spell, or use an action that has the apparition trait; +2 circumstance bonus on all Recall Knowledge checks made using Lore skills granted by your attuned apparitions.
If there is an enemy on melee, he casts his focus spell, Embodiment of Battle, that makes him trained in his +1 Greataxe. He then attacks target on melee.
[dice=+1 Greataxe Attack, Embodiment of Battle]1d20+8+1[/dice] vs target AC
[dice=Damage, Embodiment of Battle]1d12+2+1[/dice] S damage
◆ Embodiment of Battle - Delta becomes trained in martial weapons, gains ↺ Reactive Strike, and –2 status penalty to spell attack modifiers and spell DCs
◆ Strike
↺ Reactive Strike (apparition) - [samller]Trigger: a creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using.[/smaller]
Otherwise, he casts Protector Tree spell and plants a Medium-sized tree next to an ally (AC 10, HP 10).
◆◆ Protector Tree (Rank 1), HP 10/10, AC 10
At Round 3, he continues to let the apparition take control of him. He also raises magical shield and sustains the focus spells that makes him trained with greataxe.
◇ Relinquish Control – +4 status bonus on saves vs spells and effects that gives controlled condition or attempt to influence your actions (such as charm, command, or a nosoi’s haunting melody). However, the only actions you can take are to Recall Knowledge, Step, Strike, Cast an apparition Spell, Cast a vessel Spell, Sustain a vessel spell, or use an action that has the apparition trait; +2 circumstance bonus on all Recall Knowledge checks made using Lore skills granted by your attuned apparitions.
◆ Shield (apparition)
◆ Sustain Spell, Embodiment of Battle
If there is an enemy in melee, he attacks it.
[dice=+1 Greataxe Attack, Embodiment of Battle]1d20+8+1[/dice] vs target AC
[dice=Damage, Embodiment of Battle]1d12+2+1[/dice] S damage
◆ Strike
↺ Reactive Strike (apparition) - [samller]Trigger: a creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using.[/smaller]
At Round 4, he takes over of his own body, and provides support by healing wounded allies after raising shield.
◆ Shield
◆◆ Rousing Splash – [dice]2d4[/dice] HP to ally or ◆ Stride and ◆ Battle Medicine - [dice=Battle Medicine]1d20+9[/dice] for [dice=Healing]2d8[/dice] HP to ally
[dice=DC 15 Battle Medicine]1d20+9[/dice]
[dice=Trained Healing]2d8[/dice] HP to target
◆ Host Spirit, once per day - attempt one skill check to perform an exploration activity, even if it normally requires you to be trained to do so to a maximum of 10 min
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CHARACTER INFORMATION Name: Delta Variant
Ethnicity, Heritage & Ancestry: Dark Fields Kitsune Alternate Form Fox (stats of 1st-level Pest Form)
Background: Willing Host Home Region: Tian Xia Nation: Oppara, Taldor Languages: Common
Sub-Class & Class: Medium Animist Level: 3
Gender: Male Size & Reach: Medium (5 ft) Speed: 25 ft
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STATS & SKILLS(* indicates Proficiency Level) STR +2, DEX +1, CON +0, INT +0, WIS +4, CHA +2
HP 35/35, AC 19 w Niyahaat (20 w Shield raised), Fortitude** +7, Reflex* +6, Will** +11, Perception* +9 (low-light vision), apparition sight (imprecise sense)
Acrobatics +1
Arcana +0
Athletics +2
Crafting +0
Deception +2
Diplomacy +2
Intimidation** +9
Lore: Pathfinder Society* +5
Lore: Battlegrounds* +5
Lore: Farming* +5
Lore: Heraldry* +5
Lore: Spirit* +5
Medicine* +9 – ◆ Battle Medicine
Nature +4
Occultism* +5
Performance +2
Religion* +9
Society +0
Stealth +1
Survival +4
Thievery +1
Kitsune Spell Familiarity DC 17 Spell Attack +7
Innate Cantrips (Heightened Rank 2)
During Daily Preparations, choose: ◆◆ Daze, ◆◆ Forbidding Ward or ◆◆ Ghost Sound
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GEARS & ITEMS Invested Items:Wayfinder Worn Items:+1 Greataxe, Niyahaat, Cold Iron Chunk, Silver Chunk, Healer’s Toolkit, Backpack
Stowed Items (in Backpack): Bedroll, Chalk (10), Flint and Steel, Rope, Rations (2), Torch (5), Waterskin, Soap
Current Bulk: 2.5 (Encumbered 7.0, Maximum 12.0)
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FEATS Level 1 Skill Feat (from background) trained in Spirit Lore
Background Feature ◆ Host Spirit – Frequency once per day; Effect You attempt one skill check to perform an exploration activity, even if it normally requires you to be trained to do so. You're trained in the skill just long enough to make that single check (to a maximum of 10 minutes). Whether or not the check succeeds, in the next 24 hours you must perform a minor favor to appease the spirit who aided you, determined by the GM (usually something sensation related, such as tasting a certain food, listening to a specific song, or smoking a pipe). You can't Host Spirit again until you've performed the favor. If you haven't completed it after 24 hours, you're fatigued until the obligation is fulfilled. PFS Note: If you select the Willing Host background, use the following clarifications to streamline play. For organized play purposes, the spirit doesn't ask for things that are beyond your means or that would be disruptive to the flow of the adventure (for example, they don't require you to provide a gourmet meal while your group is on the road). Since organized play games typically do not track the costs of every meal that characters eat, you do not need to pay additional money to procure sensory experiences for the spirits. You can choose to spend money on the spirits' requests for roleplaying reasons if you wish. Ancestry Feature ◆ Change Shape – You transform into a specific alternate form determined by your heritage. If your heritage doesn't list a form, your alternate form is a tailless form, which is a common Medium humanoid ancestry prevalent where you grew up (typically human). This form is the same age and body type as your true form and has roughly analogous physical traits, such as hair color. Using Change Shape counts as creating a disguise for the Impersonate use of Deception. You lose any unarmed Strikes you gained from a kitsune heritage or ancestry feat in this form. You can remain in your alternate form indefinitely, and you can shift back to your true kitsune form by using this action again. General Feat (from Heritage) Dark Fields Kitsune – You can exert your unsettling presence to subtly Demoralize others. When you do, Demoralize loses the auditory trait and gains the visual trait, and you don't take a penalty when you attempt to Demoralize a creature that doesn't understand your language. You also gain the Invigorating Fear reaction. Your alternate form is a fox, which has the statistics of 1st-level pest form. > ↺ Invigorating Fear – Frequency once per hour; Requirements A creature within 60 feet gains the frightened condition. You are invigorated by the shock of a prank or the thrum of terror. You gain temporary Hit Points equal to the creature's level or 3, whichever is higher. You lose any temporary Hit Points after 1 minute. Class Feat ---
Ancestry Feat Kitsune Spell Familiarity – You've picked up a few magical tricks. During your daily preparations, choose daze, forbidding ward, or ghost sound. Until your next daily preparations, you can cast this cantrip as a divine innate spell at will. A cantrip is heightened to a spell level equal to half your level rounded up. Class Feature 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. Class Feature 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. > Medium – 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. Class Feature Invocation of Unity – The lines between your body and your apparition are blurry. You gain the Relinquish Control feat. > ◇ Relinquish Control – Trigger Your turn begins. Your apparition takes over and shields you from outside influence. Until the start of your next turn, you gain a +4 status bonus on saves against spells and effects that give you the controlled condition or attempt to influence your actions (such as charm, command, or a nosoi’s haunting melody). However, the only actions you can take are to Recall Knowledge, Step, Strike, Cast an apparition Spell, Cast a vessel Spell, Sustain a vessel spell, or use an action that has the apparition trait. You gain a +2 circumstance bonus on all Recall Knowledge checks made using Lore skills granted by your attuned apparitions. Special This feat requires a particularly strong bond with a specific apparition to learn. Choose one apparition you have access to; once you learn this feat, you must always choose that apparition as one of the apparitions you attune to each day. Class Feature 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. Class Feature 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 apparitions to 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. Class Feature 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.
Level 2 Class Feat Apparition Sense – You can see and interact with things others can’t. You have apparition sight, an imprecise sense that allows you to detect the presence of invisible or hidden spirits, haunts, and undead within 30 feet of you. You can allow a spirit or undead otherwise incapable of speech to speak through you as long as you are in direct contact with it. As an activity that takes 10 minutes, you can act as a link between disembodied souls and their mortal bodies. As long as you are in contact with both a spirit and a living body that belonged to it in life during that entire time, the spirit can use you to return to that body; this does not allow you to bring the dead back to life, but can assist in restoring a disembodied soul to a still-living body. If the body is occupied by another spirit or soul, that entity must succeed at a Will save against your spell DC or be cast from the body when its original owner is returned. Skill Feat ◆ Battle Medicine – Prerequisites trained in Medicine. Requirements You're holding or wearing a healer's toolkit. You can patch up wounds, even in combat. Attempt a Medicine check with the same DC as for Treat Wounds and restore the corresponding amount of HP; this doesn’t remove the wounded condition. As with Treat Wounds, you can attempt checks against higher DCs if you have the minimum proficiency rank. The target is then immune to your Battle Medicine for 1 day. This does not make them immune to, or otherwise count as, Treat Wounds.
Level 3 General Feat Toughness – Your body can withstand more punishment than most before succumbing. Increase your maximum Hit Points by your level. You reduce the DC of recovery checks by 1. Class Feature Fortitude Expertise – Spiritual energy reinforces your body, making you more resilient. Your proficiency rank for Fortitude saves increases to expert.
Level 4 Class Feat ◆ Circle of Spirits
Skill Featp Intimidating Glare