Animist Variant (3.5e Class)

From D&D Wiki

Jump to: navigation, search


Animist[edit]

The Animist is a master of controlling beings of other worlds and creating new life through the arcane arts. Their most unique trait is their ability to create an Anima; a being tied to them, as it is born from their soul. Each Anima is different with their form and personality depending largely on the tastes of their creator. The Animist and Anima fight as a pair: the Anima guarding its creator, while the Animist buffs their creation, turning it into an immensely deadly being. The bond between the two is unlike any other, as they are permanently connected to each other; their thoughts and senses perpetually shared. Still they are individuals, each an intelligent and sentient individual with a distinct personality, although to see them bicker is almost unheard of. A skilled Animist is eventually able to create more Anima, although doing so is a rigorous and costly activity as they must give of their own soul to create a new Anima. They can also opt to temporarily become one with their Anima while in combat, creating a monster capable of rending foes with ease while casting spells in between slashes.

Making an Animist[edit]

The Animist lacks the raw spellcasting powers of classes like the wizard or sorcerer, preferring to concentrate primarily on summoning and increasing the power of beings they summon. That is not to say they lack the ability to use other schools of magic, just that their proficiency with them is less than what it could be. Animist's make terrible front line fighters in most cases lacking the ability to take much damage, preferring to hide behind their minions while offering aid from afar. They do not receive too many skill points each level and as such are not suited to act as skill monkeys, although they can make good diplomats thanks to their reliance on Charisma.

Abilities: Charisma is the most important stat for any Animist as it governs both their spellcasting power, the strength of their Anima, and their ability to control summoned creatures. Dexterity and Constitution are useful as well in order to stay alive. Intelligence, Wisdom, and Strength are generally not that useful for an Animist although for certain individuals they can prove useful.

Races: Animists can be most any race, although those who prefer to work alone rarely take this path. Still those who merely choose to work alone, as they see no worthy companions, may prefer this as they will gain a steadfast ally and friend who is part of them.

Alignment: Any.

Starting Gold: 6d6×10 240gp

Starting Age: "Moderate"

Table: The Animist

Hit Die: D8

Level Base
Attack Bonus
Saving Throws Special Spells per Day
Fort Ref Will 0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +0 +0 +0 +2 Anima, Lifemaker's Calling, Bonded Souls, 3 0
2nd +1 +0 +0 +3 Shield Ally, Split Soul 3 1
3rd +1 +1 +1 +3 Persona Aspect, 4 2
4th +2 +1 +1 +4 Lifemaker's Aura, 4 2 0
5th +2 +1 +1 +4 Greater Shield Ally, Dual Soul, Bonus Feat 4 3 1
6th +3 +2 +2 +5 Lifemaker's Visage, 4 3 2
7th +3 +2 +2 +5 4 3 2 0
8th +4 +2 +2 +6 Two souls one body 5 4 3 3 1
9th +4 +3 +3 +6 5 4 3 3 2
10th +5 +3 +3 +7 Bonus Feat, Dual Soul 5 4 3 3 2 0
11th +5 +3 +3 +7 5 4 3 3 3 1
12th +6/+1 +4 +4 +8 Lifemaker's Voice 5 4 3 3 3 2
13th +6/+1 +4 +4 +8 5 4 4 3 3 3 0
14th +7/+2 +4 +4 +9 5 4 4 4 3 3 1
15th +7/+2 +5 +5 +9 Dual Soul 5 5 4 4 4 3 2 0
16th +8/+3 +5 +5 +10 5 5 4 4 4 4 3 1
17th +8/+3 +5 +5 +10 5 5 4 4 4 4 4 2 0
18th +9/+4 +6 +6 +11 Bonus Feat 5 5 4 4 4 4 4 3 1 0
19th +9/+4 +6 +6 +11 5 5 5 4 4 4 4 4 2 1
20th +10/+5 +6 +6 +12 Greater Dual Soul 5 5 5 4 4 4 4 4 3 2

Class Skills (4 + Int modifier per level, ×4 at 1st level)
Bluff, Concentration, Craft, Diplomacy, Gather Information, Handle Animal, Heal, Intimidate, Knowledge (Arcana), Knowledge (Nature), Knowledge (The Planes), Knowledge (Religion), Profession, Ride, Spellcraft, Survival, Use Magic Device.

Class Features[edit]

All of the following are class features of the Animist.

Weapon and Armor Proficiency: An Animist is proficient with all Simple Weapons, all Martial Weapon and 1 exotic of their choice of their choice. They are also proficient in the use of Light Armor. An Animist trains with light armor because of the constant interaction with Extraplanar creatures. These creatures are often unruly when an Animist first begins to summon them and requires preventive measures to be taken to preserve the life of the Animist. Because of this training, the Animist learns to cast their spells with limited somatic components and do not incur the normal Arcane Spell Failure percentage while wearing Light Armor. If an Animist is wearing Medium or Heavy armor, or is using a shield, she incurs the normal Arcane Spell Failure chance according to the armor she is wearing.


Spells: An Animist lacks the spellcasting versatility of a cleric, sorcerer, or wizard being limited primarily to spells pertaining to the art of summoning. They also possess some limited ability to use spells which can heal or empower their anima. These spells can come from either divine or arcane lists. The exact list of spells they may learn is up to the GM/DM as if you are using this class chances are homebrew spells are also in the mix making any list made fairly pointless as most spells would be added according to the GM/DM's judgement regardless.

To learn or cast a spell, an Animist must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against an Animist’s spell is 10 + the spell level + the Animist’s Charisma modifier.

Like other spellcasters, an Animist can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: The Animist. In addition, he receives bonus spells per day if he has a high Charisma score. An Animist’s selection of spells is quite limited. An Animist begins play knowing all 0-level spells and four 1st-level spells of your choice. At each new Animist level, he gains one or more new spells, as indicated on Table: Animist Spells Known. A Animist also gains extra spells based on their charisma score gaining a number equal to the number of extra spells per day they may cast thanks to their charisma modifier. These new spells can be common spells chosen from the sorcerer/wizard spell list, or they can be unusual spells that the Animist has gained some understanding of by study. The Animist can’t use this method of spell acquisition to learn spells at a faster rate, however. An Animist automatically knows all summon spells as soon as he is able to cast them.

Upon reaching 4th level, and at every even-numbered Animist level after that (6th, 8th, and so on), a Animist can choose to learn a new spell in place of one he already knows. In effect, the Animist “loses” the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least two levels lower than the highest-level Animist spell the Animist can cast. A Animist may swap only three spells at any given level, and must choose whether or not to swap the spell at the same time that he gains new spells known for the level.

Unlike a wizard or a cleric, a Animist need not prepare his spells in advance. He can cast any spell he knows at any time, assuming he has not yet used up his spells per day for that spell level. He does not have to decide ahead of time which spells he’ll cast. Gains a +2 to spell caster level at each level.

Here is a sample list:

Level 0: Acid Splash, Detect Magic, Read Magic, Dancing Lights, Light, Ghost Sound

​Level 1: Mount, Obscuring Mist, Summon Monster I, Unseen Servant, Floating Disc, Magic Missile, Silent Image, Enlarge Person, Reduce Person

​Level 2: Fog Cloud, Glitterdust, Summon Monster II, Summon Swarm, Darkness, Gust of Wind, Invisibility, Mirror Image, Minor Image, Bear’s Endurance, Bull’s Strength, Cat's Grace, Eagle's Splendor, Fox's Cunning, Owl's Wisdom ​ Level 3: Explosive Runes, Sleet Storm, Phantom Steed, Summon Monster III, Rage, Tiny Hut, Major Image, Water Breathing, Sanctuary, Zone of Truth

​Level 4: Black Tentacles, Minor Creation, Solid Fog, Summon Monster IV, Fire Shield, Ice Storm, Enlarge Person (Mass), Reduce Person (Mass)

​Level 5: Dismissal, Cloud Kill, Mage's Faithful Hound, Major Creation, Secret Chest, Summon Monster V, Contact Other Plane, Persistent Image, Animal Growth, Passwall, Plane Shift

​Level 6: Acid Fog, Summon Monster VI, Chain Lighting, Contingency, Freezing Sphere, Bear’s Endurance (Mass), Bull’s Strength (Mass), Cat's Grace (Mass), Eagle's Splendor (Mass), Fox's Cunning (Mass), Owl's Wisdom (Mass)

​Level 7: Banishment, Instant Summons, Summon Monster VII, Mage's Magnificent Mansion, Forcecage, Reverse Gravity

​Level 8: Incendiary Cloud, Maze, Trap the Soul, Summon Monster VIII, Sunburst, Temporal Stasis, Dimensional Lock

​Level 9: Gate, Summon Monster IX, Teleportation Circle, Meteor Swarm, Elemental Swarm

Table: Animist Spells Known
Level Spells Known
0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st 4 2
2nd 4 2
3rd 5 3
4th 5 3 1
5th 6 4 2
6th 6 4 2 1
7th 6 5 3 2
8th 6 5 3 2 1
9th 6 5 4 3 2
10th 6 5 4 3 2 1
11th 6 5 5 4 3 2
12th 6 5 5 4 3 2 1
13th 6 5 5 4 4 3 2
14th 6 5 5 4 4 3 2 1
15th 6 5 5 4 4 4 3 2
16th 6 5 5 4 4 4 3 2 1
17th 6 5 5 4 4 4 3 3 2
18th 6 5 5 4 4 4 3 3 2 1
19th 6 5 5 4 4 4 3 3 3 2
20th 6 5 5 4 4 4 3 3 3 3


Anima (Ex): An Anima is a being born from a fragment of an Animist's soul growing to become a unique being who is permanently tied to their master and when not summoned dwells in a demi-plane. An Anima has the same alignment as the Animist that creates it and can speak all of his languages. Animas are treated as summoned creatures, except that they are not sent back to their home plane until reduced to a number of negative hit points equal to or greater than their Constitution score. In addition, due to its tie to its Animist, an Anima can touch and attack creatures warded by protection from evil and similar effects that prevent contact with summoned creatures.

An Animist can summon his Anima in a ritual that takes 1 minute to perform. When summoned in this way, the Anima hit points are unchanged from the last time it was summoned. The only exception to this is if the Anima was slain, in which case it returns with half its normal hit points. The Anima remains until dismissed by the Animist (a standard action). If the Anima is sent back to its home plane due to death, it cannot be summoned again until the following day. The Anima cannot be sent back to its demi-plane by means of dispel magic, but spells such as dismissal and banishment work normally. If the Animist is unconscious, asleep, or killed, his Anima is immediately banished.

The Anima takes a form shaped by the Animist's desires. The Anima's Hit Dice, saving throws, skills, feats, and abilities are tied to the Animist's class level and increase as the Animist gains levels. In addition, each Anima receives a pool of evolution points, based on the summoner's class level, that can be used to give the Anima different abilities and powers. Whenever the Animist gains a level, he must decide how these points are spent, and the changes are set until he levels up again or recreates the Anima. An Animist can choose to recreate an Anima from scratch by concentrating for 6 hours causing it to melt into a primordial ooze they then spend the next week and 25 xp per HD of the Anima reshaping it into its new form.

The Anima's physical appearance is up to the Animist, but it always appears as some sort of fantastical creature or being. This control is not fine enough to make the Anima appear like a specific creature. The Anima also bears a glowing rune that is identical to a rune that appears on the Animist's forehead as long as the Anima is summoned. While this rune can be hidden through mundane means, it cannot be concealed through magic that changes appearance, such as alter self or polymorph (although invisibility does conceal it as long as the spell lasts).

Lifemaker's Calling (Ex): All summoned creatures remain for 5 rounds per caster level. The CL of the animist is also treated as being +2 for the purposes of spells relating to binding, summoning, or creating minions. Giving them all spells dealing with summoning, creating and binding.

Bonded Souls (Ex): The Animist and Anima share an empathic and telepathic connection allowing them to communicate with ease without the use of words. They also are able to share the senses of one another when it is convenient to do so. A Animist is also able to use spells which normally can only be used on their own body on their Anima. The Animist, as a full round action, can summon their Anima to their location through pulling on the soul link between them. This action provokes attacks of opportunity. And because of this, they are able to share spells.

Shield Ally (Ex): At 2nd level, whenever a Animist is within his Anima's reach, the Animist receives a +2 shield bonus to his Armor Class and a +2 circumstance bonus on his saving throws. This bonus does only applies if the Anima is within 30 ft of the Animist.

Split Soul (Ex) Starting at the second level the Animist gains the ability to create additional animas at the cost of 25XP X the HD of the anima. You may only summon one of them at a time, however.

Persona Aspect (Ex): Starting at third level a Animist gains Evolution points of their own for the first anima the have. This quantity is equal to half the number their Anima receives and like their Anima they may change the evolutions each time they level up or by spending xp. They must still meet the requirements of the evolutions they seek to purchase. The number of evolution points are based on the first anima that the animist creates. Example- An animist of third level with a charisma of 14 would receive 11 evolution points because the anima receives 18+2xthe animists cha modifier which is 22.

Lifemaker's Aura (Ex): Starting at fourth level creatures summoned or created by the Animist become strengthened while in their presence. The aura increases all of their stats by +2, grants +2 to all saves and checks, as well as granting the summoned creatures one extra HD. This bonus increases by 2 every four levels for the bonus to saves and stats and increases by 1 every four levels for the bonus to HD.

Greater Shield Ally (Ex): At 5th level, whenever an ally is within an anima's reach, the ally receives a +2 shield bonus to its Armor Class and a +2 circumstance bonus on its saving throws. If this ally is the summoner, these bonuses increase to +4. This bonus only applies if the ally is within 30 ft of the Anima.

Dual Soul (Ex): Starting at the 5th level the Animist gains the ability to summon an additional Anima as well as at 10th and 15th levels

Lifemaker's Visage (Ex): Starting at sixth level a Animist gains the uncanny ability to ward themselves from creatures summoned, bound, or created by others. Such creatures must make a will save with a DC of 10 + the Animist's class level + their charisma bonus or become unable to harm them. If they fail this save they must wait 2d4 rounds before being able to try to attack the Animist again and become dazed for 1 round.

One Body Two Souls (Ex): Starting at seventh level a Animist is able to temporarily fuse with all their of their Anima. While doing so the fused being gains the benefits of each of them with everything stacking together. All weapons and items are absorbed into the Anima's body for the duration of the fusion. While fused the Animist is able to use one quickened spell per round at no change to spell level. They may also channel spells through their natural weapons. This ability may be used for a number of minites equal to the Animist's (charisma bonus + their class level) multiplied by forty. This ability may be used multiple times for day as long as the Animist does not exceed their fusion time limit. To fuse the Anima and Animist must remain in physical contact for three rounds making no other actions. If they are attacked while fusing they must make a concentration check or become dazed for 1d4 rounds and lost the progress on their fusion.

Lifemaker's Voice (Ex): Starting at twelfth level a Animist gains the ability to use dominate monster at will as a free action. This only works against beings which are either summoned, bound, or created. The DC is equal to 10 + 1/2 the Animist's class level + their charisma bonus. If the target succeeds at the save they may not attempt to dominate them again for 3d6 rounds. If the target fails the save then it gains the benefits of the Animist's abilities as long as it serves the Animist.

Telepathy (Su): The Animist can communicate telepathically with anyone in a 100 feet whether it has a language or not. This ability is a free action and requires no more thought than if the Animist was talking with someone.

Greater Dual Soul (Ex): Starting at twentieth level the Animist gains the ability to summon as many animas as he can create. However, having so many animas summoned is taxing, so the animist is fatigued for as long as he has more than five animas summoned.

Animas[edit]

Table: Anima Base Statistics

Hit Die: D10

Animist Level Base
Attack Bonus
Saving Throw HD Special Skills Armor Bonus Evolution Points
Fort Ref Will
1st +1 +2 +2 +0 1 Share Spells, Multiattack 4 0 6
2nd +2 +3 +3 +0 2 Evasion 8 0 12
3rd +3 +3 +3 +1 3 Ability Score Increase 12 1 18
4th +4 +4 +4 +1 4 Improved Multiattack 16 1 24
5th +5 +4 +4 +1 5 20 1 30
6th +6/+1 +5 +5 +2 6 Ability Score Increase, Devotion, 24 1 36
7th +7/+2 +5 +5 +2 7 Bonus feat 28 2 42
8th +8/+3 +6 +6 +2 8 Bonus feat 32 2 48
9th +9/+4 +6 +6 +3 9 Ability Score Increase 36 2 54
10th +10/+5 +7 +7 +3 10 40 2 60
11th +11/+6/+1 +7 +7 +3 11 44 3 66
12th +12/+7/+2 +8 +8 +4 12 Ability Score Increase, Improved Evasion 48 3 72
13th +13/+8/+3 +8 +8 +4 13 52 3 78
14th +14/+9/+4 +9 +9 +4 14 56 3 84
15th +15/+10/+5 +9 +9 +5 15 Ability Score Increase 60 4 90
16th +16/+11/+6/+1 +10 +10 +5 16 64 4 96
17th +17/+12/+7/+2 +10 +10 +5 17 68 4 102
18th +18/+13/+8/+3 +11 +11 +6 18 Ability Score Increase 72 4 108
19th +19/+14/+9/+4 +11 +11 +6 19 76 5 114
20th +20/+15/+10/+5 +12 +12 +6 20 80 5 130



An Anima's abilities are determined by the Animist's level and by the choices made using its evolution pool. Table 2–9: Anima Base Statistics determines many of the base statistics of the Anima. Each Anima possesses a base form that modifies these base statistics. Animas are outsiders for the purpose of determining which spells affect them.


Class Level: This is the character's Animist level.

BAB: This is the Anima's base attack bonus. An Anima's base attack bonus is equal to 3/4 its Hit Dice Animas do not gain additional attacks using their natural weapons for a high base attack bonus.

HD: This is the total number of 10-sided (d10) Hit Dice the Anima possesses, each of which gains a Constitution modifier, as normal.

Increased Ability Score: Start at first level, each Anima adds all of the Animist's stats.

Skills: This lists the Anima's total skill ranks. An Anima can assign skill ranks to any skill, but it must possess the appropriate appendages to use some skills. Animas with Intelligence scores above the base value modify these totals as normal (an Anima receives a number of skill ranks equal to 4 + its Intelligence modifier per HD). An Anima cannot have more ranks in a skill than it has Hit Dice+3. Anima skill ranks are set once chosen, even if the creature changes when the Animist gains a new level.

Armor Bonus: The number noted here is the Anima's base total armor bonus. This bonus may be split between an armor bonus and a natural armor bonus, as decided by the Animist. This number is modified by the Anima's base form and some options available through its evolution pool. An Anima cannot wear armor normally, as the armor interferes with the Animist's connection to the Anima. Magic armor is the exception although the Anima must still have the required proficiencies to use it.

Evolution Pool: The value given in this column is the total number of points in the Anima's evolution pool.The total number of points are also augmented by the animist's cha modifier times two. Points from this pool can be spent on a wide variety of modifications and upgrades that add new abilities, attacks, and powers to the Anima. Whenever the Animist gains a level, the number in this pool increases and the Animist can spend these points to change the abilities of the Anima. These choices are not set. The Animist can change them whenever he gains a level (and through the transmogrify spell).

Special: This includes a number of abilities gained by all Animas as they increase in power. Each of these bonuses is described below.


Share Spells (Ex): The Animist may cast a spell with a target of “you” on his Anima (as a spell with a range of touch) instead of on himself. A Animist may cast spells on his Anima even if the spells normally do not affect creatures of the Anima's type (outsider). This ability does not allow the Anima to share abilities that are not spells, even if they function like spells.

Multiattack: An Anima gains Multiattack as a bonus feat if it has 3 or more natural attacks. If it does not have the requisite 3 or more natural attacks (or it is reduced to less than 3 attacks), the Anima instead gains a second attack with one of its natural weapons, albeit at a –5 penalty. If the Anima later gains 3 or more natural attacks, it loses this additional attack and instead gains Multiattack.

Evasion (Ex): If an Anima is subjected to an attack that normally allows a Reflex save for half damage, it takes no damage if it makes a successful saving throw.

Ability Score Increase (Ex): The Anima adds +2 to one of its ability scores.

Improved Multiattack: An Anima gains Improved Multiattack as a bonus feat if it has 3 or more natural attacks and does not already have that feat. If it does not have the requisite 3 or more natural attacks (or it is reduced to less than 3 attacks), the Anima instead gains a third attack with one of its natural weapons, albeit at a –5 penalty. If the Anima later gains 3 or more natural attacks, it loses this additional attack and instead gains Multiattack.

Devotion (Ex): An Anima gains a +4 morale bonus on Will saves against enchantment spells and effects.

Improved Evasion (Ex): When subjected to an attack that allows a Reflex saving throw for half damage, an Anima takes no damage if it makes a successful saving throw and only half damage if the saving throw fails.

Anima Skills[edit]

The following skills are class skills for Animas: Bluff (Cha), Craft (Int), Knowledge (planes) (Int), Perception (Wis), Sense Motive (Wis), and Hide (Dex). In addition, at 1st level, the Animist can choose 6 additional skills to be class skills for his Anima. Note that Animas with a fly speed receive Fly (Dex) as a free class skill, even if they do not gain a fly speed until a later level. Base Forms


Each Anima has one of three base forms that determines its starting size, speed, AC, attacks, and ability scores. All natural attacks are made using the Anima's full base attack bonus unless otherwise noted (such as in the case of secondary attacks). Anima attacks add the Anima's Strength modifier to the damage roll, unless it is its only attack, in which case it adds 1-1/2 times its Strength modifier. These base forms also note any free evolutions that base form possesses. The bonuses from these free evolutions are already factored into the starting statistics.


Alternatively, any one of these base forms can be used to make a Small Anima. If the Anima is Small, it gains a +6 bonus to its Dexterity score. It also takes a –4 penalty to its Strength and a –2 penalty to its Constitution. It also gains a +1 size bonus to its AC and attack rolls, a –1 penalty to its CMB and CMD scores, a +2 bonus on its Fly skill checks, and a +4 bonus on its Stealth skill checks. Reduce the damage of all of its attacks by one step (1d10 becomes 1d8, 1d8 becomes 1d6). If this choice is made, the Anima can be made Medium whenever the Animist can change the Anima's evolution pool (which causes it to lose these modifiers for being Small).

Quadruped Starting Statistics: Size Medium; Speed 40 ft.; AC +2 natural armor; Attack bite (1d10); Ability Scores Str 16, Dex 18, Con 16, Int 10, Wis 12, Cha 12; Free Evolutions bite, limbs (legs) (2).

Biped Starting Statistics: Size Medium; Speed 30 ft.; AC +2 natural armor; Attack 2 claws (1d8); Ability Scores Str 20, Dex 14, Con 16, Int 10, Wis 12, Cha 12; Free Evolutions claws, limbs (arms), limbs (legs).

Serpentine Starting Statistics: Size Medium; Speed 20 ft., climb 20 ft.; AC +2 natural armor; Attack bite (1d10), tail slap (1d10); Ability Scores Str 16, Dex 20, Con 14, Int 10, Wis 12, Cha 12; Free Evolutions bite, climb, reach (bite), tail, tail slap.

Evolutions[edit]

Each Anima receives a number of evolution points that can be spent to give the Anima new abilities, powers, and other upgrades. These abilities, called evolutions, can be changed whenever the Animist gains a new level. Some evolutions require that the Anima have a specific base form or the Animist be of a specific level before they can be chosen. A number of evolutions grant the Anima additional natural attacks. Natural attacks listed as primary are made using the Anima's full base attack bonus and add the Anima's Strength modifier on damage rolls. Natural attacks listed as secondary are made using the Anima's base attack bonus – 5 and add 1/2 the Anima's Strength modifier on damage rolls (if positive). If the Anima only has a single natural attack, the attack is made using its full base attack bonus and it adds 1-1/2 times its Strength modifier on damage rolls made with that attack, regardless of the attack's type.

Evolutions are grouped by their cost in evolution points. Evolution points cannot be saved. All of the points must be spent whenever the Animist gains a level. Unless otherwise noted, each evolution can only be selected once. Furthermore, what ever the base number for that level is, the animal and animist would get that many points. ( eg. level 1 has 6 points, they would get those points. Whereas level 2 has 12 points, they would get those 12 points. Sorry for the misunderstanding.)

Evolutions are permanent until changed upon level or transmogrifying. While there are no animas active or summoned the animist retains his evolutions.

1-Point Evolutions[edit]

The following evolutions cost 1 point from the Anima's evolution pool.

Bite (Ex): An Anima's maw is full of razor-sharp teeth, giving it a bite attack. This attack is a primary attack. The bite deals 1d8 points of damage (2d8 if Large, 3d10 if Huge, 4d8 if Gargantuan, 6d10 if Colossal ). If the Anima already has a bite attack, this evolution allows it to deal 1-1/2 times its Strength modifier on damage rolls made with its bite.

Claws (Ex): An Anima has a pair of vicious claws at the end of its limbs, giving it two claw attacks. These attacks are primary attacks. The claws deal 1d8 points of damage (2d8 if Large, 3d10 if Huge, 4d8 if Gargantuan, 6d10 if Colossal ). The Anima must have the limbs evolution to take this evolution. This evolution can be selected more than once, but the Anima must possess an equal number of the limbs evolution.


Climb (Ex): An Anima becomes a skilled climber, gaining a climb speed equal to its base speed. This evolution can be selected more than once. Each additional time it is selected, increase the Anima's climb speed by 20 feet.

Gills (Ex): An Anima has gills and can breathe underwater indefinitely.

Hooves (Ex): An Anima has a pair of sharp hooves at the end of its limbs, giving it two hoof attacks. These attacks are secondary attacks. The hooves deal 1d6 points of damage (1d8 if Large, 2d6 if Huge, 3d6 if Gargantuan, 4d6 if Colossal). The Anima must have the limbs evolution to take this evolution. This evolution can only be applied to the limbs (legs) evolution once. Alternatively, the Anima can replace the claws evolution from its base form with these hoof attacks. This evolution can be selected more than once, but the Anima must possess an equal number of limbs evolutions.

Improved Damage (Ex): One of the Anima's natural attacks is particularly deadly. Select one natural attack form and increase the damage die type by one step. This evolution can be selected more than once. Its effects do not stack. Each time an Anima selects this evolution, it applies to a different natural attack.

Improved Natural Armor (Ex): An Anima's hide grows thick fur, rigid scales, or bony plates, giving it a +2 bonus to its natural armor. This evolution can be taken once for every three levels the Animist possesses.

Low-Light Vision (Ex): An anima gains low-light vision, enabling it to see twice as far as a human in conditions of dim light.

Magic Attacks (Su): An Anima is infused with magic, allowing it to treat all of its natural attacks as if they were magic for the purpose of overcoming damage reduction. If the Animist is 8th level or higher, all of the Anima's weapons are treated as the alignment of the Anima for the purpose of overcoming damage reduction.

Mount (Ex): An Anima is properly skilled and formed to serve as a combat-trained mount. The Anima must be at least one size category larger than its rider. This evolution is only available to Animas of the quadruped and serpentine base forms.

Pincers (Ex): An Anima grows a large pincers at the end of one pair of its limbs, giving it two pincer attacks. These attacks are primary attacks. The pincers deal 1d8 points of damage (2d8 if Large, 3d8 if Huge, 4d8 if Gargantuan, 6d8 if Colossal ). Animas with the grab evolution linked to pincers gain a +4 bonus on CMB checks made to grapple. The Anima must have the limbs (arms) evolution to take this evolution. Alternatively, the Anima can replace the claws from its base form with pincers. This evolution can be selected more than once, but the Anima must possess an equal number of the limbs evolution.

Pounce (Ex): An Anima gains quick reflexes, allowing it to make a full attack after a charge. This evolution is only available to Animas of the quadruped base form.

Pull (Ex): An Anima gains the ability to pull creatures closer with a successful attack. Select one type of natural attack. Whenever the Anima makes a successful attack of the selected type, it can attempt a free combat maneuver check. If successful, the target of the attack is pulled 5 feet closer to the Anima. This ability only works on creatures of a size equal to or smaller than the Anima. Creatures pulled in this way do not provoke attacks of opportunity. The Anima must have a reach of 10 feet or more to select this evolution. This evolution can be selected more than once. Its effects do not stack. Each time an Anima selects this evolution, it applies to a different natural attack.

Push (Ex): An Anima gains the ability to push creatures away with a successful attack. Select one type of natural attack. Whenever the Anima makes a successful attack of the selected type, it can attempt a free combat maneuver check. If successful, the target of the attack is pushed 5 feet directly away from the Anima. This ability only works on creatures of a size equal to or smaller than the Anima. Creatures pushed in this way do not provoke attacks of opportunity. If a creature is pushed against a wall it takes 1d12 damage. This evolution can be selected more than once. Its effects do not stack. Each time an Anima selects this evolution, it applies to a different natural attack.

Reach (Ex): One of an Anima's attacks is capable of striking at foes at a distance. Pick one attack type. The Anima's reach with that attack type increases by 5 feet. This evolution may be taken multiple times but may only apply once to each natural weapon.

Resistance (Ex): An Anima's form takes on a resiliency to one particular energy type, which is usually reflected in its physical body (ashen hide for fire, icy breath for cold, and so on). Pick one energy type (acid, cold, electricity, fire, sonic, etc.). The Anima gains resist 5 against that energy type. This resistance increases by 5 for every 5 levels the Animist possesses, to a maximum of 25 at 20th level. This evolution can be selected more than once. Its effects do not stack. Each time an Anima selects this evolution, it applies to a different energy type.

Scent (Ex): An Anima's sense of smell becomes quite acute. The Anima gains the scent special quality, allowing it to detect opponents within 60 feet by sense of smell. If the opponent is upwind, the range increases to 120 feet; if downwind, it drops to 30 feet. Strong scents can be detected at twice the normal range. Scent does not allow the Anima to precisely locate the creature, only to detect its presence. It can detect the direction with a move action. The Anima can pinpoint the creature's location if it is within 10 feet. The Anima can use scent to track creatures.

Skilled (Ex): An Anima becomes especially adept at a specific skill, gaining a +4 racial bonus on that skill. This evolution can be selected more than once. Its effects do not stack. Each time an Anima selects this evolution, it applies to a different skill.

Slam (Ex): An Anima can deliver a devastating slam attack. This attack is a primary attack. The slam 1d10 points of damage (2d10 if Large, 3d12 if Huge, 4d12 if Gargantuan, 6d12 if Colossal ).The Anima must have the limbs (arms) evolution to take this evolution. Alternatively, the Anima can replace the claws from its base form with this slam attack (this still costs 1 evolution point). This evolution can be selected more than once, but the Anima must possess an equal number of the limbs evolution.

Sting (Ex): An Anima possesses a long, barbed stinger at the end of its tail, granting it a sting attack. This attack is a primary attack. The sting deals 1d8 points of damage (2d6 if Large, 3d8 if Huge, 4d8 if Gargantuan, 6d8 if Colossal ). The Anima must possess the tail evolution to take this evolution. This evolution can be selected more than once, but the Anima must possess an equal number of the tail evolution.

Swim (Ex): An Anima gains webbed hands, feet, or powerful flippers, giving it a swim speed equal to its base speed. This evolution does not give the Anima the ability to breathe underwater. This evolution can be selected more than once. Each additional time it is selected, increase the Anima's swim speed by 20 feet.

Tail (Ex): An Anima grows a long, powerful tail. This grants it a +2 racial bonus on Balance, Climb, and Jump checks. This evolution can be selected more than once.

Tail Slap (Ex): An Anima can use its tail to bash nearby foes, granting it a tail slap attack. This attack is a secondary attack. The tail slap deals 1d8 points of damage (2d8 if Large, 3d10 if Huge, 4d8 if Gargantuan, 6d10 if Colossal ). The Anima must possess the tail evolution to take this evolution. This evolution can be selected more than once, but the Anima must possess an equal number of the tail evolution.

Tentacle (Ex): An Anima possesses a long, sinuous tentacle, granting it a tentacle attack. This attack is a primary attack. The tentacle attack deals 1d8 points of damage (2d8 if Large, 3d10 if Huge, 4d8 if Gargantuan, 6d10 if Colossal ). This evolution can be selected more than once.

Unnatural Aura (Su): An Anima is obviously of unnatural origin. Normal animals do not willingly approach the Anima unless the animal's master makes a DC 25 Handle Animal, Ride, or wild empathy check.

Wing Buffet (Ex): An Anima learns to use its wings to batter foes, granting it two wing buffet attacks. These attacks are secondary attacks. The wing buffets deal 1d8 points of damage (2d8 if Large, 3d10 if Huge, 4d8 if Gargantuan, 6d10 if Colossal ). The Anima must possess the flight evolution, with wings, to select this evolution. This evolution can be selected more than once, but the Anima must possess an equal number of the flight evolution.

2-Point Evolutions[edit]

The following evolutions cost 2 points from the Anima's evolution pool.

Ability Increase (Ex): An Anima grows larger muscles, gains faster reflexes, achieves greater intelligence, or acquires another increase to one of its abilities. Increase one of the Anima's ability scores by +2. This evolution can be selected more than once. It can only be applied once to an individual ability score, plus 1 additional time for every 3 levels the Animist possesses.

Channel Resistance (Ex): An Anima becomes less easily affected by the channel energy ability of clerics or paladins. The Anima gains a +2 bonus on any saves that are made to resist the effects of channel energy, including effects that rely on the use of channel energy (such as the Command Undead feat). At 7th level, this bonus can be increased to +4 by spending 2 additional evolution points. The Anima must possess the undead appearance evolution to take this evolution.

Constrict (Ex): An Anima gains powerful muscles that allow it to crush those it grapples. Whenever the Anima successfully grapples a foe using the grab evolution, it deals additional damage equal to the amount of damage dealt by the attack used by the grab evolution. This evolution requires either a tail, tentacles, or the serpentine base form.

Energy Attacks (Su): An Anima's attacks become charged with energy. Pick one energy type: acid, cold, electricity, fire, etc. All of the Anima's attacks deal 1d6 points of energy damage of the chosen type on a successful hit. This ability may be taken multiple times to add a new type of damage. Adding a new type of damage does not increase the elemental damage done but only adds a new type to bypass resistances. The Animist must be at least 4th level before selecting this evolution.

Flight (Ex or Su): An Anima grows large wings, like those of a bat, bird, insect, or dragon, gaining the ability to fly. The Anima gains a fly speed equal to its base speed. The Anima's maneuverability depends on it size. Medium or smaller Animas have good maneuverability. Large Animas have average maneuverability, while Huge or larger Animas have poor maneuverability. For 2 additional evolution points, the anima flies by means of magic. It loses its wings, but its maneuverability increases to perfect. Flying via magic means makes this a supernatural ability. The Anima's fly speed can be increased by spending additional evolution points, gaining a 20-foot increase to fly speed for each additional point spent. The Animist must be at least 4th level before selecting this evolution. You may also opt to keep the wings after the Anima gains magical flight or add additional ones in exchange for 2 extra points although doing so has no actual effect on flight speed or maneuverability serving only to allow the Anima to fly while in an anti magic field and to meet the requirements of certain other abilities.

Gore (Ex): An Anima grows a number of horns on its head, giving it a gore attack. This attack is a primary attack. The gore deals 1d8 points of damage (2d8 if Large, 3d10 if Huge, 4d8 if Gargantuan, 6d10 if Colossal ).

Grab (Ex): An Anima becomes adept at grappling foes, gaining the grab ability. Pick bite, claw, pincers, slam, tail slap, or tentacle attacks. Whenever the Anima makes a successful attack of the selected type, it can attempt a free combat maneuver check. If successful, the Anima grapples the target. This ability only works on creatures of a size one category smaller than the Anima or smaller. Animas with this evolution receive a +4 bonus on CMB checks made to grapple. If an animal has several of these appendages, a number of appendages equal to the Max Attacks limit can be chained together with this feature. This does not do additional damage, but does increase the size category for each 2 additional appendages. The limit being up to 1 size category larger than the creature with this exception.

Immunity (Su): An Anima's body becomes extremely resilient to one energy type, gaining immunity to that type. Pick one energy type: acid, cold, electricity, fire, sonic, etc. The Anima gains immunity to that energy type. This evolution can be selected more than once. Its effects do not stack. Each time it applies to a different energy type. The Animist must be at least 6th level before selecting this evolution.

Head (Ex): An Anima grows an additional head. The Anima does not gain any additional natural attacks for the additional head, but the additional head does allow the Anima to take other evolutions that add an additional attack to a head (such as a bite, gore, or breath weapon). This evolution can be selected more than once.

Keen Scent (Ex): An Anima's sense of smell becomes even more acute. The eidolon can notice other creatures by scent in a 180-foot radius underwater and can detect blood in the water at ranges of up to a mile. The Anima must possess the gills and scent evolutions to take this evolution.

Limbs (Ex): An Anima grows an additional pair of limbs. These limbs can take one of two forms. They can be made into legs, complete with feet. Each pair of legs increases the Anima's base speed by 20 feet. Alternatively, they can be made into arms, complete with hands. The Anima does not gain any additional natural attacks for an additional pair of arms, but it can take other evolutions that add additional attacks (such as claws or a slam). Arms that have hands can be used to wield weapons, if the Anima is proficient. This evolution can be selected more than once.

Leap (Ex): An Anima's legs become capable of propelling it through the air with ease while absorbing the majority of the damage from the fall. This evolution grants the Anima a +8 racial bonus to jump checks, allows them to negate fall damage taken from jumping, and double the distance and height they can jump. The Animist must be at least 4th level before selecting this evolution.

Poison (Ex): An Anima secretes toxic venom, gaining a poison attack. Pick one bite or sting attack. Whenever the selected attack hits, the target is poisoned. Anima poison—type poison (injury); save Fort negates;frequency 1/round for 8 rounds; effect 1d6+con modifier Str damage; cure 1 save. The save DC is equal to 10 + the Anima's HD + the Anima's Constitution modifier. You can opt to have the poison damage a different stat instead. You can increase the strength of the poison by spending two extra points increasing it to 2d6+con modifier. This evolution can be purchased multiple times, each time it applies to a different weapon and may effect a different stat. The Animist must be at least 4th level before selecting this evolution.

Rake (Ex): An Anima grows dangerous claws on its feet, allowing it to make 2 rake attacks on foes it is grappling. These attacks are primary attacks. The eidolon receives these additional attacks each time it succeeds on a grapple check against the target. These rake attacks deal 1d4 points of damage (1d6 if Large, 1d8 if Huge). This evolution is only available to Animas of the quadruped base form. This evolution counts as one natural attack toward the Anima's maximum. The Animist must be at least 4th level before selecting this evolution.

Rend (Ex): An Anima learns to rip and tear the flesh of those it attacks with its claws, gaining the rend ability. Whenever the Anima makes two successful claw attacks against the same target in 1 round, its claws latch onto the flesh and deal extra damage. This damage is equal to the damage dealt by one claw attack plus 1-1/2 times the Anima's Strength modifier. The Anima must possess the claws evolution to select this evolution. The Animist must be at least 4th level before selecting this evolution.

Saving Roll (Ex): The Anima gains a plus 2 to any one saving roll as if it had taking the feat lighting reflex, iron will or great fortitude. This evolution can be selected more than once. It can only be applied once to a save, plus 1 additional time for every 3 levels the Animist possesses.

Trample (Ex): An Animist gains the ability to crush its foes underfoot, gaining the trample ability. As a full-round action, the Anima can overrun any creature that is at least one size smaller than itself. This works like the overrun combat maneuver, but the Anima does not need to make a check, it merely has to move over opponents in its path. The creatures take 1d10 points of damage (2d8 if Large, 3d10 if Huge, 4d8 if Gargantuan, 6d10 if Colossal ), plus 1-1/2 times the Anima's Strength modifier. Targets of the trample can make attacks of opportunity at a –4 penalty. If a target forgoes the attack of opportunity, it can make a Reflex save for half damage. The DC of this save is 10 + the Anima's HD + the Anima's Strength modifier. A trampling Anima can only deal trampling damage to a creature once per round.

Tremorsense (Ex): An Anima becomes attuned to vibrations in the ground, gaining tremorsense out to a range of 120 feet. This works like the blindsense evolution, but only if both the Anima and the creature to be pinpointed are in contact with the ground. The Animist must be at least 6th level before selecting this evolution.

Trip (Ex): An Anima becomes adept at knocking foes to the ground, granting it a trip attack. Whenever the Anima makes a successful attack of the selected type, it can attempt a free combat maneuver check. If successful, the target is knocked prone. If the check fails, the Anima is not tripped in return. This ability only works on creatures of a size equal to or smaller than the Anima.

Weapon Training (Ex): An Anima learns to use a weapon, gaining Simple Weapon Proficiency as a bonus feat. If 2 additional evolution points are spent, it gains proficiency with all martial weapons as well. If a further 2 points are spent it gains proficiency with all exotic weapons as well.

Undead Appearance (Ex): An Anima appears as an undead creature, and mimics some of an undead creature's abilities and weaknesses. Negative energy heals the Anima, and positive energy (including a cleric's channel energy ability) harms it. Spells and effects that target undead or have specific effects against undead (such as Command Undead, hold undead, and searing light) affect the Anima as if it were undead. The eidolon gains a +2 bonus on saves against disease, exhaustion, fatigue, paralysis, poison, sleep effects, and stunning. At 7th level, this bonus on saves can be increased to +4 by spending 2 additional evolution points. At 12th level, this protection can be increased to immunity against these attacks by spending 2 additional evolution points (the Animist must pay for the 7th-level upgrade before paying for this 12th-level upgrade). Although the Anima appears undead, it is still an outsider.

3-Point Evolutions[edit]

The following evolutions cost 3 points from the Anima's evolution pool.

Blindsense (Ex): An Anima's senses become incredibly acute, giving it blindsense out to a range of 60 feet. This ability allows the Anima to pinpoint the location of creatures that it cannot see without having to make a Perception check, but such creatures still have total concealment from the Anima. Visibility still affects the Anima's movement and it is still denied its Dexterity bonus to Armor Class against attacks from creatures it cannot see. The Animist must be at least 8th level before selecting this evolution.

Burrow (Ex): An Anima grows thick and gnarled claws, allowing it to move through the earth. The Anima gains a burrow speed equal to 1/2 its base speed. It can use this speed to move through dirt, clay, sand, and earth. It does not leave a hole behind, nor is its passage marked on the surface. By spending an additional two points the Anima becomes able to burrow through rock or stone as well leaving behind rubble as it tunnels. The Animist must be at least 8th level before selecting this evolution.

Damage Reduction (Su): An Anima's body becomes resistant to harm, granting it damage reduction. Choose one alignment: chaotic, evil, good, or lawful. The Anima gains DR 10 that can be bypassed by weapons that possess the chosen alignment. The alignment must be opposite to one of the alignments possessed by the Anima. At 12th level, this protection can be increased to DR 20 by spending 2 additional evolution points. The Animist must be at least 8th level before selecting this evolution.

Frightful Presence (Ex): An Anima becomes unsettling to its foes, gaining the frightful presence ability. The Anima can activate this ability as part of an offensive action, such as a charge or attack. Opponents within 50 feet of the Anima must make a Will save or become shaken for 3d6 rounds. The DC of this save is equal to 10 + the Anima's HD + the Animist's Charisma modifier. If the Anima has at least 4 more Hit Dice than an opponent, that opponent becomes frightened instead. Foes with more HD than the Anima are immune to this effect. The Animist must be at least 10th level before selecting this evolution.

Long Tongue (Ex): An Anima gains a long sticky tongue which can be retracted into its mouth when not in use. The tongue can be used to grapple enemies from a range of up to 30 feet plus 10 feet per size category above medium. Enemies that are grappled by the Anima's tongue may be pulled closer as if by a grappling hook. By spending an additional 2 points the tongue gains a naturally corrosive coating which deals 1d10 points of acid damage to any enemies grappled by it each round.

See in Darkness (Su): An Anima can see perfectly in darkness of any kind, including that created by deeper darkness. The Animist must be at least 9th level before selecting this evolution.

Swallow Whole (Ex): An Anima gains the swallow whole ability, giving it the ability to consume its foes. If the Anima begins its turn with a creature grappled using its bite attack (see the grab evolution), it can attempt a combat maneuver check to swallow the creature. The creature can be up to one size category smaller than the Anima. Swallowed creatures take damage equal to the Anima's bite damage each round plus 1d12 points of bludgeoning damage. A swallowed creature keeps the grappled condition, but can attempt to cut its way free with a light slashing or piercing weapon. The amount of damage needed to cut free is equal to 1/10 the Anima's total hit points. The Anima's AC against these attacks is equal to 10 + its natural armor bonus. If a swallowed creature cuts its way out, the Anima loses this ability until it heals this damage. Alternatively, the swallowed creature can attempt to escape the grapple as normal. Success indicates that it has returned to the Anima's mouth, where it can attempt to escape or be swallowed again. The Anima must possess the grab evolution, tied to a bite attack, to take this evolution. The Animist must be at least 8th level before selecting this evolution.

Web (Ex): An Anima gains a pair of spinnerets, giving it the ability to spin webs. The Anima can use these webs to support itself plus up to one creature of the same size. It can throw webbing as a ranged touch attack, entangling a creature up to one size larger than the Anima. The webbing has a range of 60 feet and a 10-foot range increment. Creatures entangled by the web can escape with an Escape Artist check or a Strength check (at a –4 penalty). The DC of these checks is equal to 10 + the Anima's HD + the Anima's Con modifier. The webs have a Hardness of 0 and a number of hits points equal to the Anima's total Hit Dice. The Anima can climb its own webs at its climb speed and can pinpoint any creature touching its webs. The Anima must possess the climb evolution to take this evolution. The Animist must be at least 6th level before selecting this evolution.

4-Point Evolutions[edit]

The following evolutions cost 4 points from the Anima's evolution pool.

Blindsight (Ex): An Anima's senses sharpen even further, granting it blindsight out to a range of 60 feet. The Anima can maneuver and attack as normal, ignoring darkness, invisibility, and most forms of concealment as long as it has line of effect to the target. The Anima must possess the blindsense evolution to take this evolution. The Animist must be at least 10th level before selecting this evolution.

Breath Weapon (Su): An eidolon learns to exhale a cone or line of magical energy, gaining a breath weapon. Select either acid, cold, electricity, or fire. The eidolon can breathe a 30-foot cone (or 60-foot line) that deals 1d6 points of damage of the selected type per HD it possesses. Those caught in the breath weapon can attempt a Reflex save for half damage. The DC is equal to 10 + the Anima's HD + the Anima's Constitution modifier. The Anima can use this ability once per day with each head. The Anima can use this ability 1 additional time per day by spending an additional 1 evolution point (maximum 5/day). The Animist must be at least 8th level before selecting this evolution.

Fast Healing (Su): An Anima's body gains the ability to heal wounds very quickly, giving it fast healing 2. The Anima heals 2 point of damage each round, just like natural healing. Fast healing does not restore hit points lost due to starvation, thirst, or suffocation, although it does allow the Anima to regrow lost body parts (or to reattach severed parts). Fast healing functions as long as the Anima is alive. This fast healing does not function when the Anima is not on the same plane as its Animist. This healing can be increased by 2 per round for every 2 additional evolution points spent (maximum 10). The Animist must be at least 10th level before selecting this evolution.

Incorporeal Form (Sp): Once per day per four animist levels, an Anima can become incorporeal for 2 round per Animist level. While in this form, the Anima gains the incorporeal subtype and incorporeal quality. It only takes half damage from corporeal sources as long as they are magic (it takes no damage from nonmagical weapons and objects). Likewise, its spells or spell-like abilities deal only half damage to corporeal creatures. Spells and other effects that do not deal damage function normally. The Animist must be at least 15th level before selecting this evolution.

Large (Ex): An Anima grows in size, becoming Large. The Anima gains a +6 bonus to Strength, a +4 bonus to Constitution, and a +2 bonus to its natural armor. It takes a –4 penalty to its Dexterity. This size change also gives the creature a –1 size penalty to its AC and on attack rolls, a +4 bonus to its CMB and CMD, a –2 penalty on Fly skill checks, and a –4 penalty on Stealth skill checks. If the Anima has the biped base form, it also gains 10-foot reach. Any reach evolutions the Anima possesses are added to this total. The Anima must be Medium to take this evolution. The Animist must be at least 4th level before selecting this evolution.

If 6 additional evolution points are spent, the Anima instead becomes Huge. The Anima gains a +12 bonus to Strength, a +8 bonus to Constitution, and a +4 bonus to its natural armor. It takes a –8 penalty to its Dexterity. This size change also give the creature a –2 size penalty to its AC and attack rolls, a +8 bonus to its CMB and CMD, 10-foot reach, a –4 penalty on Fly skill checks, and a –8 penalty on Stealth skill checks. If the Anima has the biped base form, its reach increases to 15 feet (10 feet for all other base forms). Any reach evolutions the Anima possesses are added to this total. These bonuses and penalties replace, and do not stack with, those gained from becoming Large. The Animist must be at least 8th level before selecting this option.

If 8 additional evolution points are spent, the Anima instead becomes Gargantuan. The Anima gains a +24 bonus to Strength, a +16 bonus to Constitution, and a +8 bonus to its natural armor. It takes a –16 penalty to its Dexterity. This size change also give the creature a –4 size penalty to its AC and attack rolls, a +12 bonus to its CMB and CMD, 15-foot reach, a –8 penalty on Fly skill checks, and a –16 penalty on Stealth skill checks. If the Anima has the biped base form, its reach increases to 20 feet (15 feet for all other base forms). Any reach evolutions the Anima possesses are added to this total. These bonuses and penalties replace, and do not stack with, those gained from becoming Large or Huge. The Animist must be at least 12th level before selecting this option.

If 10 additional evolution points are spent, the Anima instead becomes Colossal. The Anima gains a +36 bonus to Strength, a +24 bonus to Constitution, and a +16 bonus to its natural armor. It takes a –24 penalty to its Dexterity. This size change also give the creature a –8 size penalty to its AC and attack rolls, a +16 bonus to its CMB and CMD, 20-foot reach, a –16 penalty on Fly skill checks, and a –32 penalty on Stealth skill checks. If the Anima has the biped base form, its reach increases to 25 feet (20 feet for all other base forms). Any reach evolutions the Anima possesses are added to this total. These bonuses and penalties replace, and do not stack with, those gained from becoming Large, Huge, or Gargantuan. The Animist must be at least 16th level before selecting this option.

Lifesense (Su): An Anima can pinpoint living creatures with ease. The Anima notices and locates living creatures within 120 feet, just as if it possessed the blindsight evolution. The Anima must possess the undead appearance evolution to take this evolution. The Animist must be at least 11th level before selecting this evolution.

Natural Magic (Su): The Anima may choose one spell of up to third level this spell. By spending an additional point the Anima may instead choose a fourth level spell and so on. The spell chosen must not have a xp cost to use it. This evolution may be bought multiple times. The Animist must be at least 2th level before selecting this evolution. The CL of the spell like ability is equal to that of the Animist's. It can be of any spell. An anima may use this ability one time for each HD it possesses plus one per wis modifier

No Breath (Ex): An Anima no longer needs to breathe. The Anima does not breathe, and is immune to effects that require breathing (such as inhaled poison). This does not give immunity to cloud or gas attacks that do not require breathing. The Animist must be at least 11th level before selecting this evolution.

Spell Resistance (Ex): An Anima is protected against magic, gaining spell resistance. The Anima's spell resistance is equal to 12 + the Anima's HD + the Animist's Charisma modifier. This spell resistance does not apply to spells cast by the Animist. The Animist must be at least 8th level before selecting this evolution.

Tiny (Ex): An Anima shrinks in size, becoming Tiny. The Anima gains a +12 bonus to Dexterity and a +2 bonus to its natural armor. It takes a –6 penalty to Strength, and a -4 penalty to Constitution. This size change also gives the creature a +2 size modification to its AC and on attack rolls, a -4 penalty to its CMB and CMD, a +4 modifier on Fly skill checks, and a +8 bonus on Stealth skill checks. The Anima must be Small to take this evolution. The Animist must be at least 4th level before selecting this evolution. The Anima retains it's normal 5' reach despite this decrease in size although it's reach cannot increase beyond that of normal attacks.

If 6 additional evolution points are spent, the Anima instead becomes Diminutive. The Anima gains a +24 bonus to Dexterity and a +4 bonus to its natural armor. It takes a –8 penalty to Strength, and a -6 penalty to Constitution. This size change also gives the creature a +4 size modification to its AC and on attack rolls, a -8 penalty to its CMB and CMD, a +8 modifier on Fly skill checks, and a +12 bonus on Stealth skill checks. The Animist must be at least 6th level before selecting this evolution.

If 8 additional evolution points are spent, the Anima instead becomes Fine. The Anima gains a +36 bonus to Dexterity and a +8 bonus to its natural armor. It takes a –12 penalty to Strength, and a -8 penalty to Constitution. This size change also gives the creature a +8 size modification to its AC and on attack rolls, a -16 penalty to its CMB and CMD, a +12 modifier on Fly skill checks, and a +16 bonus on Stealth skill checks. The Animist must be at least 8th level before selecting this evolution.

Bonus Feat: For every 4 points spent, the Anima or Animist may gain a bonus feat.

Other Immunities: For every four points spent, the Anima or Animist may gain an immunity.

5-Point Evolution[edit]

The following evolutions costs 5 points from the Anima's evolution pool

Improved Immunity [Ex]: An Anima's body becomes extremely resilient to one divine or infernal energy type, gaining immunity to that type. Pick one energy type: acid, cold, electricity, fire, sonic, etc. The Anima gains immunity to that energy type. This evolution can be selected more than once. Its effects do not stack. Each time it applies to a different energy type. The Animist must be at least 6th level before selecting this evolution.

Epic Natural Armor[EX]: An Anima's hide grows thick fur, rigid scales, or bony plates, giving it a +5 bonus to its natural armor. This evolution can be taken once for every five levels the Animist possesses.

Link [Ex]: An Anima and his Animist may become linked togethere, connecting the two permanently. This Anima does not have to disappear when the Animist dies, falls unconscious, etc. But they do have to return to their demi-plane of existence once a week. The Anima and Animist now shares spells, caster level, feats and abilities. This may be placed on one Anima

Sheild Profencies {Ex}: When the Anima first takes this evolultion, they gain simple shield proficiency and by spending an extra two points they may get moderate shield proficiency and by spending an extra two the anima may get heavy shield proficiency.

No Eating [Ex]: The Anima no longer has to eat.

No Sleeping [Ex]: The Anima no longer has to sleeping.

Subtype [Ex]: By choosing this evolution, the Anima gains any subtype.

Type [EX ]: By choosing this evolution, the animal gains any type.

Druid Companion [Ex]: This evolution is granted to an Anima and only one Anima may have this. This companion is treated as a companion as from the Druid. This companion is naturally attracted to the anima.

Wizards Familiar [Ex]: This evolution is granted to an Anima and only one Anima may have this. This companion is treated as a companion as from the Sorcerer/Wizard. The familiar is naturally attracted to you.

Improved Ability Score Increase [Ex]: An Anima grows larger muscles, gains faster reflexes, achieves greater intelligence, or acquires another increase to one of its abilities. Increase one of the Anima's ability scores by +3. This evolution can be selected more than once. It can only be applied once to an individual ability score, plus 1 additional time for every 5 levels the Animist possesses.

Ex-Animists[edit]

<-Describe what happens when a character violates the alignment restrictions of any other class restrictions. If there are no behavior or alignment restrictions delete this section->.

Epic Animists[edit]

Table: The Epic Animist

Hit Die: d<-Die size for Hit Die->

Level Special
21st <-any improvements to class features gained at this level, including any bonus feats->
22nd <-any improvements to class features gained at this level, including any bonus feats->
23rd <-any improvements to class features gained at this level, including any bonus feats->
24th <-any improvements to class features gained at this level, including any bonus feats->
25th <-any improvements to class features gained at this level, including any bonus feats->
26th <-any improvements to class features gained at this level, including any bonus feats->
27th <-any improvements to class features gained at this level, including any bonus feats->
28th <-any improvements to class features gained at this level, including any bonus feats->
29th <-any improvements to class features gained at this level, including any bonus feats->
30th <-any improvements to class features gained at this level, including any bonus feats->

<-number of skill points-> + Int modifier skill points per level.

<-existing class feature->: <-how this class feature increases or accumulates at epic levels->

<-another existing class feature->: <-how this class feature increases or accumulates at epic levels->

<-Lather, rinse...->

<-... repeat.->

Bonus Feats: The epic <-class name-> gains a bonus feat (selected from the list of epic <-class name-> bonus feats) every <-number of feats per level-> levels after 20th.

Epic Animist Bonus Feat List: <-list of bonus epic feats->.

<-Sample race of your choice-> Animist Starting Package[edit]

Weapons: <-Weapon selection for starting at 1st level with this class.->.

Skill Selection: Pick a number of skills equal to 4 + Int modifier.

Skill Ranks Ability Armor
Check
Penalty
<-Skill name-> <-4 for class skills and 2 for cross-class skills-> <-Abbrieviated key ability-> <-armor check penalty based on starting armor. If innapplicable put "—"->
<-Skill name-> <-4 for class skills and 2 for cross-class skills-> <-Abbrieviated key ability-> <-armor check penalty based on starting armor. If innapplicable put "—"->

<-copy and paste the rows as necessary.->

Feat: <-1st-level feat selection->.

Bonus Feats: <-1st-level feat bonus feats due to class or sample race. remove this section if this sample doesn't get any bonus feats at 1st level. ->.

Gear: <-Starting armor and other equipment outside of weapons.->.

Gold: <-Starting gold using this package.->.

Campaign Information[edit]

Playing an Animist[edit]

Religion: Animist's have no favored religion.

Other Classes: Animists tend to get along best with magic users and summoners although one who fights alongside his anima instead of providing magic support may get along with martial classes as well.

Combat: An Animist's place is normally in the back providing support for their Anima although some desire to fight alongside their Anima either flanking with it or riding it as a mount into battle.

Advancement: Generally a Animist will not want to multiclass although if they do it should be to a class which has a lot of ability to provide support to their anima.

Animists in the World[edit]

<-Some quote from a character of this class->
—<-NPC name->, <-race-> <-class->

Animists are effective as a summoner class able to call powerful allies to aid the other classes in their party or if they develop their anima properly then they can also serve to fill in gaps in the parties abilities. They tend to

Daily Life: Most Animist's spend their time adventuring or in seclusion hoping to keep from harming others if they can not control their powers. Some choose to research their abilities to find out what caused them to manifest and why not everyone has them although so far an origin has not been found.

Notables: <-notable NPCs of this class->.

Organizations: Animists are quite rare and generally never form groups with other animists when they do form a group it is often with other adventurers.

NPC Reactions: The reactions of others will largely depend on the alignment of each individual and the form of the Animist's Anima. Religious individuals might find their ability to be divine in nature and the Anima they summon to be agents of the gods. Barbaric individuals might believe they are summoning forth primal spirits and that they should either be revered or destroyed. Mages are likely to see the ability for what it is and will likely desire to study it. Summoners tend to have a particular kinship with animists as they both focus on calling forth beings from other worlds although animists of course also create new life.

Animist Lore[edit]

Characters with ranks in knowledge of The Planes can research Animists to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

<-the appropriate skills->
DC Result
10 Animists are an unusual type of mage who draw their powers from their connection to other planes.
15 Animists are able to create special beings known as Anima who serve them.
25 An animist is able to create multiple anima and can also use their abilities in order to distort space to their will.
30 Information and whereabouts of a specific Animist.

Animists in the Game[edit]

<-How characters of this class fit in the game (PC and NPC) and what roles they play.->

Adaptation: <-Possible variant conceptions of this class.->.

Sample Encounter: <-DM placement for NPCs of this class.->.

EL : <-Encounter scenario and character info on sample NPC including stat block. The CR of the NPC is typically the same as the EL for the encounter.->.



Back to Main Page3.5e HomebrewClassesBase Classes

Home of user-generated,
homebrew pages!


Advertisements: