Initial read-through of Animist


Animist Class Discussion


Alright, time for my regular massive post on an initial read-through of playtest classes.

I was…a bit surprised to see the “animist” was more connected to spirits and such rather than the primal essence of Shoanti animism. Similarly, really surprised that the iconic isn’t a Shoanti practicing Shoanti animism—that was…just right there.

Wait, animists have a spell DC and a class DC? That’s a first. EDIT: Yeah, animists shouldn’t have that. It’s literally not used. Why is it listed with its other initial proficiencies?

Okay…the fact that you attune spirits during your daily preparations feels…a bit TOO versatile. I get that the main subclass seems to be the “Animistic Practice,” but the fact that stuff like an entire “spell list” and a focus spell is something that can be changed every day feels a bit too flexible. I think it would maybe make more sense if it was done like the shaman in 1e where your primary spirit was chosen at 1st level and couldn’t change.

Interesting that animists have only one focus spell at 1st level, but start with 2 Focus Points

Maybe in Apparition’s Possession, add “Sustain an apparition spell” to the list of actions that can be taken.

Wait, Third Apparition is a 4th-level class feature? And Fourth Apparition is a 12th-level one? I thought class features like that only really came into effect on odd-numbered levels? Because, y’know, class feats are at even-numbered levels.

The subtle trait??? That’s interesting.

Okay, Grasping Spirits Spell is so weird and I love it!

Channeled Protection is weirdly worded. It has the aura trait, but doesn’t explicitly list an aura. I’m sure it meant to say a “5-foot emanation,” but right now it’s not really an “aura.”

I feel like the void/vitality damage of Grudge Strike should scale. But also, +2 circumstance bonus to the attack roll, so it’s probably fine where it’s at.

Roaring Heart seems…a bit overpowered. Two actions to get four actions plus some temporary HP. Sure, the Shoves apply MAP, but that still seems like a lot.

So…Spirit Walk makes you literally immune to any haunt in exploration mode? The hazards need a reaction to roll initiative. This seems like an absolute must-have feat since it just straight-up trivializes an entire category of hazard. This REALLY needs to be nerfed. Also, is apparition sight only a precise sense in exploration mode? Or does that extend to encounter mode too? This feat is waaaaayyy too powerful.

Okay, mentioning “true name” in Banish Falsehoods of Flesh makes it have a weird overlap with the true name mechanic from Secrets of Magic. Does “true name” here mean the same as “true name” there? And if so, then why doesn’t this have the true name trait?

Okay…Eternal Guide creates a very interesting munchkin scenario of a character committing suicide so they can retrain all of their ancestry feats with only a week. I dunno, that feels kinda icky to me.

Darkened Forest Form just seems like a straight-up better wild shape since it’s only one action.

I feel like the Stride from river carving mountains should be given for free upon Sustaining the spell…


Pathfinder Adventure Path Subscriber

The Animist is looking like the best spell caster spell caster in the game after an initial read: tons of spells, free signature spells on daily switchable spontaneous spells, sustained focus spells that are worth casting, the ability to raise their accuracy on spell attacks and saving throw spells against one target, the ability to become a martial as a focus spell, and access to lots of different traditions.

Loosing your apparition before you’ve really used its abilities is going to hurt, but overall, this class is looking very shiny at first glance.


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re: class DC, the Embodiment of Battle vessel spell grants you critical specialization, which uses your class DC if it has a save. Pretty sure it's been stated in the remaster that every spellcaster is getting at least trained in class DC to cover situations like that.

Scarab Sages Design Manager

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Red Metal wrote:
re: class DC, the Embodiment of Battle vessel spell grants you critical specialization, which uses your class DC if it has a save. Pretty sure it's been stated in the remaster that every spellcaster is getting at least trained in class DC to cover situations like that.

This is correct.


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Unicore wrote:

The Animist is looking like the best spell caster spell caster in the game after an initial read: tons of spells, free signature spells on daily switchable spontaneous spells, sustained focus spells that are worth casting, the ability to raise their accuracy on spell attacks and saving throw spells against one target, the ability to become a martial as a focus spell, and access to lots of different traditions.

Loosing your apparition before you’ve really used its abilities is going to hurt, but overall, this class is looking very shiny at first glance.

I wouldn't go that far. It's got cool tools, and will quite happily exploit the flexible spellcaster archetype since it loses nothing, but it's still a divine caster with a fairly limited list of spells it can poach. Cleric, divine sorc and oracle all have tools to steal higher quality spells than those offered to the animist, even if animists do get to steal a whole lot more without any sort of cost. If you aren't stealing the good spells though, Animist does blow all of them out of the water quite handedly.

On an unrelated note, we have yet another wis adjacent character with flavor about being perceptive having absolutely trash perception progression. You hate to see it.


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KingTreyIII wrote:
I think it would maybe make more sense if it was done like the shaman in 1e where your primary spirit was chosen at 1st level and couldn’t change.

This would be genuinely awful and ruin the mechanic and thematic space of the class so significantly. Hard hard hard hard hard pass.


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Squiggit wrote:
KingTreyIII wrote:
I think it would maybe make more sense if it was done like the shaman in 1e where your primary spirit was chosen at 1st level and couldn’t change.
This would be genuinely awful and ruin the mechanic and thematic space of the class so significantly. Hard hard hard hard hard pass.

Agreed. That was pretty much the Medium's entire thing - rebuilding your character from the ground up every morning. That's the entire reason I like the Animist so much.


I dig the striking focused build possibilities. Between embodiment of battle and grudge strike, you're fairly accurate and can dish out decent damage. Embodiment of battle is clunky but with sustaining dance, it seems fun. The penalty to casting is unnecessary though if you're already dedicating your actions to sustaining and striking.


aobst128 wrote:
I dig the striking focused build possibilities. Between embodiment of battle and grudge strike, you're fairly accurate and can dish out decent damage. Embodiment of battle is clunky but with sustaining dance, it seems fun. The penalty to casting is unnecessary though if you're already dedicating your actions to sustaining and striking.

caster waste action on strike still read like trap option even in these pos reprint text

martial get those focus spell through archetype seem far more practical


Pathfinder Adventure Path Subscriber
gesalt wrote:
Unicore wrote:

The Animist is looking like the best spell caster spell caster in the game after an initial read: tons of spells, free signature spells on daily switchable spontaneous spells, sustained focus spells that are worth casting, the ability to raise their accuracy on spell attacks and saving throw spells against one target, the ability to become a martial as a focus spell, and access to lots of different traditions.

Loosing your apparition before you’ve really used its abilities is going to hurt, but overall, this class is looking very shiny at first glance.

I wouldn't go that far. It's got cool tools, and will quite happily exploit the flexible spellcaster archetype since it loses nothing, but it's still a divine caster with a fairly limited list of spells it can poach. Cleric, divine sorc and oracle all have tools to steal higher quality spells than those offered to the animist, even if animists do get to steal a whole lot more without any sort of cost. If you aren't stealing the good spells though, Animist does blow all of them out of the water quite handedly.

On an unrelated note, we have yet another wis adjacent character with flavor about being perceptive having absolutely trash perception progression. You hate to see it.

The level 6 medium's awareness feat gives the medium pretty good perception for seeking and for initiative. What caster is going to have a better perception Initiative?


Oh look, a feat, my favorite. It even fails to help detect things that proficiency gate against perception too. Very flavorful. There couldn't have possibly been a better way to implement being good at perceiving things.

May as well also point out they have the literal worst defenses in the system with straight E/E/E/E across the board as Sage. At least Channeler gets M in fortitude. You'd think they'd get something to M naturally, but I guess not.

Oh, and in most cases you can achieve better initiative with stealth if you care about it that much. Eats a skill slot, but that's hardly much worse than a 6th level class feat that could be put to much better use.


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KingTreyIII wrote:

Alright, time for my regular massive post on an initial read-through of playtest classes.

Darkened Forest Form just seems like a straight-up better wild shape since it’s only one action.

I'm not sure it is a better wild shape, it doesn't seem to get anything better than Elemental forms, it only lasts 1 minute except with a specific combo for Animal Forms, and it is Sustain so it takes an Action every round to keep it going. That said being able to shift forms as part of the Sustain Action is nice.


gesalt wrote:
It even fails to help detect things that proficiency gate against perception too.

Other than traps and haunts, what is proficiency gated for perception checks?


25speedforseaweedleshy wrote:
aobst128 wrote:
I dig the striking focused build possibilities. Between embodiment of battle and grudge strike, you're fairly accurate and can dish out decent damage. Embodiment of battle is clunky but with sustaining dance, it seems fun. The penalty to casting is unnecessary though if you're already dedicating your actions to sustaining and striking.

caster waste action on strike still read like trap option even in these pos reprint text

martial get those focus spell through archetype seem far more practical

The biggest issue is the necessity to sustain it. If you could keep the bonus and still have room for a two action cast and a strike, it would fall in that gish space very well. That type of gameplay is still useful. I do hope grudge strike stays though. It's pretty good and almost certainly better than a cantrip in melee range.


gesalt wrote:

Oh look, a feat, my favorite. It even fails to help detect things that proficiency gate against perception too. Very flavorful. There couldn't have possibly been a better way to implement being good at perceiving things.

May as well also point out they have the literal worst defenses in the system with straight E/E/E/E across the board as Sage. At least Channeler gets M in fortitude. You'd think they'd get something to M naturally, but I guess not.

Oh, and in most cases you can achieve better initiative with stealth if you care about it that much. Eats a skill slot, but that's hardly much worse than a 6th level class feat that could be put to much better use.

This has to be a mistake. Nobody has saves this weak.


breithauptclan wrote:
gesalt wrote:
It even fails to help detect things that proficiency gate against perception too.
Other than traps and haunts, what is proficiency gated for perception checks?

Precisely, yes. I think it's a bad joke for this class to not even be able to attempt to find haunts past level 4 without a level 1 and level 8 feat tax.


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gesalt wrote:
I think it's a bad joke for this class to not even be able to attempt to find haunts past level 4 without a level 1 and level 8 feat tax.

It is a reasonable point to bring up.

But is there some benefit to being so aggressively negative and accusatory while doing it?


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Pathfinder Adventure Path Subscriber

The Animist has no business being the best trapfinder in the game. At least not unless that becomes a specific apparition. As a wisdom based class with a scaling +2 to +4, it is literally only the proficiency gate that keeps them from being way better than rogues at finding traps.

As far as haunts go, they have a level 1 feat that will just let them know a haunt is present. If there is no rush, they can wait a day and be loaded out to deal with it. Perception is not an issue for the animist.
I haven’t deep dived the defense issue. They have some feats that do some wild stuff. You can make an animist that is almost impossible to kill. They have good hit points and are set up to be a Dex, Con, Wis class who doesn’t really need anything else. They have it pretty dang good and there are general feats that can get them to master. What level and what save really feels like it will be lacking?


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TBH, proficiency gates on perception are just bad game design in general. The animist is another victim of it, but not the only one.

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