"Dumping" Wisdom on the Animist


Animist Class Discussion

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I am getting the impression that you can start your wisdom at 14 (+2) and still make a perfectly functional and gish-y Animist. I am thinking I will build my first Animist this way. I figure, while the divine spell list does have its fair share of offensive spells, a lot of divine spells are support and healing, not to mention the utility spells available on the list as well. You can actually start out with a 14 (+2) in all your physical abilities a 14 (+2) in wisdom and still have a spare point to place wherever. You can then pump wisdom as you level along with everything else, keeping most everything balanced and relatively high, while still maxing your wisdom to 20 (+5). Considering your spellcasting progresses the same as all other full spellcasters and having a typically supportive spell list, I'd say being behind by +1 for the majority of your levels is a very good trade for also having a physically sturdy (and possibly charismatic and/or intelligent) character throughout their career.


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Yeah, the melee Animist is actually fairly promising. They do have more access to spells than a warpriest though so you're giving up more than those low wisdom builds. I hope they clean up embodiment of battle a bit though. Investing money in a weapon I can only use when this spell is active would feel bad

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aobst128 wrote:
I hope they clean up embodiment of battle a bit though. Investing money in a weapon I can only use when this spell is active would feel bad

I feel like if you're going to make a build like this, you're going to lean heavily into this apparition, so investing in that weapon should not feel too bad, especially when, if you aren't actively utilizing that apparition, you probably won't be using a weapon much anyway. This is definitely a fluid class that will be changing up gear and playstyles day-to-day (if not round-to-round with a channeler).


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John R. wrote:
aobst128 wrote:
I hope they clean up embodiment of battle a bit though. Investing money in a weapon I can only use when this spell is active would feel bad
I feel like if you're going to make a build like this, you're going to lean heavily into this apparition, so investing in that weapon should not feel too bad, especially when, if you aren't actively utilizing that apparition, you probably won't be using a weapon much anyway. This is definitely a fluid class that will be changing up gear and playstyles day-to-day (if not round-to-round with a channeler).

You could also grab a shifting rune too if you run out of focus points but still want to melee. Grudge strike is still good even without embodiment of battle.

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aobst128 wrote:
John R. wrote:
aobst128 wrote:
I hope they clean up embodiment of battle a bit though. Investing money in a weapon I can only use when this spell is active would feel bad
I feel like if you're going to make a build like this, you're going to lean heavily into this apparition, so investing in that weapon should not feel too bad, especially when, if you aren't actively utilizing that apparition, you probably won't be using a weapon much anyway. This is definitely a fluid class that will be changing up gear and playstyles day-to-day (if not round-to-round with a channeler).
You could also grab a shifting rune too if you run out of focus points but still want to melee. Grudge strike is still good even without embodiment of battle.

Both great points.


Somethings I would like to see in maybe not be able to chose only Wisdom but I feel like some, many casters should have choice between a physical stat, in place of classes like Animist, War Priest and Magus should be allowed to chose Int as their Key Ability Score.


... What would you boost instead of wisdom though? This isn't the CRB war priest where you are getting heal slots out of charisma investment, and wisdom is good to pump on any class. Are extra hit points really that useful compared to stronger spells?


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Captain Morgan wrote:
... What would you boost instead of wisdom though? This isn't the CRB war priest where you are getting heal slots out of charisma investment, and wisdom is good to pump on any class. Are extra hit points really that useful compared to stronger spells?

Intelligence. Gotta make the most of those free lore skills you are getting.


16 Wis lets you get full Dex for medium armor at 1. Might be handy if you're playing melee.

But generally agree that low wis animist has a bit less appeal when wisdom is already a king stat.


Pathfinder Adventure Path Subscriber

I think the biggest risk of dumping wisdom is that the rest of the chassis assumes a maximum wisdom modifier. But that might not be that big a deal. The perception can be covered with a general feat and class feat to be pretty good. As is, your will save will really lack at higher levels if you don’t keep boosting wisdom.

I think starting with a 16 won’t be a deal breaker at all, but if you start with 12 or 14 and don’t boost it, fear affects will eventually become a very big problem for you.


If you could with Witness of Ancient Battles, Strength, Dexterity as options, give them intelligence.

If I were to be honest Animist should have the choice between Intelligence, Wisdom or if you are the two more physical Aspirations, Dexterity for the Underworld Lore one and Strength for the Battle one. If the class is so versatile why not let it double down on knowledge with Intellegence and while we are at it.

I think the Apparition should grant not only Lore Skills but a unique, uncommon language that they knew in life, you know something to make them pop.


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For melee builds, you can already start with 16 str 18 wis 12 dex. Anything else is already pretty flexible, especially if you're willing to soak some armor penalties.

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