Animus Adept Some martial disciples seek the power of raw arcane energies, known to those in martial circles as animus, and learn methods to channel it. Others are born with it and choose to bend it inwards for martial pursuits and become animus adepts, others dally with it while maintaining other professions before coming to embrace it as a source of raw arcane talent. Whatever the path that led to their discovery and mastery over their power, animus adepts are skilled warriors that are able to blend their talents with glyph manipulation and martial maneuver to produce a variety of wild effects that blur the line between what is magic and what is pure martial skill. Hit Die: d8. RequirementsTo qualify to become an Animus Adept, a character must fulfill all of the following criteria: Initating: Ability to initiate maneuvers, initiator level 5th. Feats: Animus Healing. Skills: Knowledge (martial) 5 ranks, Spellcraft 5 ranks. Special: Must possess an animus pool (either by a class feature or the Tap Animus feat). Class SkillsThe animus adept’s class skills are Craft (Int), Knowledge (all) (Int), Profession (Wis), Spellcraft (Int), and Use Magic Device (Cha). Skill Points at Each Level: 2 + Int modifier.
Class FeaturesThe following are class features of the Animus Adept . Weapon and Armor ProficiencyAnimus adepts gain no additional weapon or armor proficiencies. Maneuvers and Stances
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Path of War - Expanded, © 2016, Dreamscarred Press.