SAMO ANIMIST 3 EQUIPMENT
ANCESTRY HUMAN (NEPHILIM) BACKGROUND ACOLYTE BULK Current: 4, 5 L; Maximum: 6 Bulk
SPEED 25 FEET PERCEPTION +9 (TRAINED) backpack, lesser cheetah’s elixir, dagger, minor elixir of life (2),
WORN
SENSES LOW-LIGHT VISION, APPARITION SIGHT healer’s toolkit, sankeit, scroll of resist energy, +1 war gavel
LANGUAGES COMMON, SKALD, VARKI CLASS DC 19 bedroll, chalk (10 pieces), flint and steel, rations (2 weeks), rope (50
STOWED
STRENGTH DEXTERITY CONSTITUTION feet), soap, torch (5), waterskin
WEALTH 7 gp, 1 sp
+1 +3 +0
INTELLIGENCE WISDOM CHARISMA
SPELLS
SPELL ATTACK +9 SPELL DC 19
+1 +4 +0
ANIMIST SPELLS APPARITION SPELLS
DEFENSES CANTRIPS (AT WILL) divine lance, guidance rousing splash, tangle vine
1ST RANK □ command, □ fear □ (either harm, heal,
CURRENT HIT POINTS MAX HIT POINTS ARMOR CLASS protector tree, OR hydraulic
push)
32 20* 2ND RANK □ spiritual armament □ (either gentle breeze OR
mist)
FORTITUDE REFLEX WILL
□ FOCUS SPELLS — garden of healing OR river
+7* +8* +11* carving mountains
* +1 status bonus against the effects of haunts, spirits, and incorporeal undead
STRIKES
[one-action] +1 war gavel +7 [+2/-3] (versatile P), 1d6+1 bludgeoning
MELEE [one-action] dagger +8 [+4/+0] (agile, finesse, thrown 10 feet, versatile S),
1d4+1 piercing
[one-action] dagger +8 [+4/+0] (agile, finesse, thrown 10 feet, versatile S),
RANGED
1d4+1 piercing
SKILLS
ACROBATICS (DEX) ARCANA (INT) ATHLETICS (STR)
+4 +2 +2
CRAFTING (INT) DECEPTION (CHA) DIPLOMACY (CHA)
+2 +1 +1
INTIMIDATION (CHA) FARMING LORE (INT)* HERBALISM LORE (INT)*
+1 +6 • +6 •
MOUNTAIN LORE (INT)* RIVER LORE (INT)* SCRIBING LORE (INT)
+6 • +6 • +6 •
LORE (OTHER; INT) MEDICINE (WIS) NATURE (WIS)
+2 +9 • +9 •
OCCULTISM (INT) PERFORMANCE (CHA) RELIGION (WIS)
+6 • +1 +11 ••
SOCIETY (INT) STEALTH (DEX) SURVIVAL (WIS)
+6 • +4 +9 •
THIEVERY (DEX)
+4
• = TRAINED • • = EXPERT • • • = MASTER
* Spirits’ knowledge from apparition attunement.
FEATS AND ABILITIES
ANCESTRY ABILITIES low-light vision, Musetouched
CLASS FEATS Apparition Sense, Embodiment of the Balance
SKILL FEATS Battle Medicine, Student of the Canon
GENERAL FEATS Untrained Improvisation*
animist spellcasting, apparition attunement (custodian of WHAT IS AN ANIMIST?
CLASS ABILITIES groves and gardens, vanguard of roaring waters), animistic You are a flexible spellcaster who blends your own magical power with
practice (seer), invocation of sight, signature spells that of bonded spirits and apparitions, bridging two worlds.
* Abilities with an asterisk have already been calculated into Samo’s
statistics and do not appear elsewhere.
Numbers shown next to this symbol are added to a d20 roll. ©2024 Paizo Inc. Permission granted to photocopy for personal use only.
SAMO ANIMIST 3 cast garden of healing; if your primary apparition is the vanguard of
roaring waters, you can cast river carving mountains.
EQUIPMENT Apparition Sense You can see and interact with things others can’t.
You have apparition sight, an imprecise sense that allows you to
Agile (trait): The multiple attack penalty you take on the second attack detect the presence of invisible or hidden spirits, haunts, and
each round with this weapon is –4 instead of –5, and –8 instead of undead within 30 feet of you.
–10 on the third and any further attacks in the round. You can allow a spirit or undead otherwise incapable of speech
Backpack: A backpack can hold up to 4 Bulk worth of items. If you’re to speak through you as long as you are in direct contact with it.
carrying or stowing the pack rather than wearing it on your back, its As an activity that takes 10 minutes, you can act as a link between
Bulk is light instead of negligible. The first 2 Bulk of items stowed disembodied souls and their mortal bodies. As long as you are in
in your backpack do not count against your Bulk limits (and are not contact with both a spirit and a living body that belonged to it in life
included in your worn Bulk). during that entire time, the spirit can use you to return to that body;
□ Cheetah’s Elixir, Lesser (alchemical, consumable, elixir) Activate [one-action] this does not allow you to bring the dead back to life, but can assist
(manipulate) Effect Enzymatic compounds in this elixir strengthen in restoring a disembodied soul to a still-living body. If the body is
and excite the muscles in your legs. You gain a +5 status bonus to occupied by another spirit or soul, that entity must succeed at a Will
your Speed for 1 minute. save against your spell DC or be cast from the body when its original
□□ Elixir of Life, Minor (alchemical, consumable, elixir, healing) owner is returned.
Activate [one-action] (manipulate); Effect Upon drinking this elixir, you regain Animist Spellcasting You can cast divine spells using the Cast a Spell
1d6 Hit Points and gain a +1 item bonus to saving throws against activity. Your magic is split between animist spells, which are
diseases and poisons for 10 minutes. spells from your own magic that you must prepare in advance, and
Finesse (trait): You can choose to use Dexterity instead of Strength on apparition spells, which you can cast in any combination by drawing
attack rolls with this melee weapon. on your apparitions’ magic. See the Spells section below for details
Healer’s Toolkit: This kit of bandages, herbs, and suturing tools is on the spells you can cast.
necessary for Medicine checks to Administer First Aid, Treat Disease, Battle Medicine [one-action] (general, healing, manipulate, skill) Requirements
Treat Poison, or Treat Wounds. If you wear your healer’s toolkit, you You’re holding or wearing a healer’s toolkit; Effects You can patch up
can draw and replace the tools as part of the action that uses them. wounds, even in combat. Attempt a Medicine check with the same
□ Scroll of Resist Energy When holding this scroll, you can cast resist DC as for Treat Wounds and restore the corresponding amount
energy (see below). After you cast the spell, the scroll is destroyed. of HP; this doesn’t remove the wounded condition. As with Treat
Resist Energy [two-actions] (concentrate, manipulate); Range touch; Wounds, you can attempt checks against higher DCs if you have
Targets 1 creature; Duration 10 minutes; Effect A shield of elemental the minimum proficiency rank. The target is then immune to your
energy protects a creature against one type of energy damage. Battle Medicine for 1 day. This does not make them immune to, or
Choose acid, cold, electricity, fire, or sonic damage. The target and otherwise count as, Treat Wounds.
its gear gain resistance 5 against the damage type you chose. Embodiment of the Balance Your place in the balance between
Thrown (trait): You can throw this weapon as a ranged attack. A the forces of life and entropy expands the spells you can pull
thrown weapon adds your Strength modifier to damage just like a from the spirit realms. You add heal and harm to your apparition
melee weapon does. When this trait appears on a melee weapon, it spell repertoire, allowing you to cast them with your apparition
also includes the range increment in feet. spellcasting.
Versatile (trait): A versatile weapon can be used to deal a different Invocation of Sight You shift your eyes easily to the spirit world,
type of damage than its listed type. This trait indicates the alternate intuiting the needs of apparitions and other spiritual entities based
damage type. For instance, a slashing weapon with versatile P can on how they appear to you. You gain the Apparition Sense feat. You
deal piercing or slashing damage. You choose the damage type each also gain a +1 status bonus to saving throws and AC against the
time you attack. effects of haunts and the abilities of spirits and incorporeal undead.
Musetouched Your blood sings with the liberating power of the azatas,
FEATS AND ABILITIES living embodiments of freedom from the wild realm of Elysium. You
gain a +1 circumstance bonus to Escape. When you roll a critical
Samo’s feats and abilities are described below. failure on a check to Escape, you get a failure instead, and when you
Apparition Attunement You serve as a conduit or bridge for roll a success, you get a critical success instead.
otherworldly spiritual entities, called apparitions. You have bonded Signature Spells You can cast any of your apparition spells at a higher
with two apparitions, the custodian of groves and gardens and the rank by using a higher rank apparition spell slot. Any spells that
vanguard of roaring waters. These apparitions grant you knowledge have additional effects at a higher rank include a signature spell
in the form of Lore skills and additional spells you can cast with descriptor in the spell.
your apparition spellcasting; your custodian of groves and gardens Student of the Canon You’ve researched many faiths enough to
grants you Farming Lore, Herbalism Lore, tangle vine, protector tree, recognize notions about them that are unlikely to be true. If you
and gentle breeze and your vanguard of roaring waters grants you roll a critical failure at a Religion check to Decipher Writing of a
Mountain Lore, River Lore, rousing splash, hydraulic push, and mist. religious nature or to Recall Knowledge about the tenets of faiths,
During your daily preparations and whenever you Refocus, you can you get a failure instead. When attempting to Recall Knowledge
decide which of your apparitions is your primary apparition. You about the tenets of your own faith, if you roll a failure, you get a
gain an additional focus spell from your primary apparition: If your success instead, and if you roll a success, you get a critical success
primary apparition is the custodian of groves and gardens, you can instead.
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SAMO ANIMIST 3 1st
SPELLS Animist Spells
Samo can cast the following prepared animist spells, each once per day.
Samo can cast the following spells. Some of her spells are from her Command [two-actions] (auditory, concentrate, linguistic, manipulate, mental)
personal animist magic, and some are from her apparitions. Samo’s Range 30 feet; Targets 1 creature; Defense Will; Duration until the
animist spells must be prepared in advance, but she can choose which end of the target’s next turn; Effect You shout a command that’s hard
apparition spell to cast. Samo cannot use her animist spell slots to cast to ignore. You can command the target to approach you, run away (as
apparition spells or vice versa; her magics remain complementary and if it had the fleeing condition), release what it’s holding, drop prone, or
harmonious, yet as distinct as the two worlds from which they come. stand in place. It can’t Delay or take any reactions until it has obeyed
Samo has an additional spell on a scroll in her Equipment section. your command. The effects depend on the target’s Will save.
Success The creature is unaffected.
Cantrips Failure The creature must spend the first action on its next turn to
Samo can cast the below cantrip spells at will, regardless of whether obey your command.
they’re animist spells or apparition spells. Critical Failure The target must use all its actions on its next turn to
obey your command.
Animist Spells Fear [two-actions] (concentrate, emotion, fear, manipulate, mental) Range 30
Divine Lance [two-actions] (attack, cantrip, concentrate, manipulate, sanctified, feet; Targets 1 creature; Defense Will; Duration varies; Effect You
spirit) Range 60 feet; Targets 1 creature; Defense AC; Effect You plant fear in the target; it must attempt a Will save.
unleash a beam of divine energy. Make a ranged spell attack against Critical Success The target is unaffected.
the target’s AC. On a hit, the target takes 3d4 spirit damage (double Success The target is frightened 1.
damage on a critical hit). Failure The target is frightened 2.
Guidance [one-action] (cantrip, concentrate) Range 30 feet; Targets 1 creature; Critical Failure The target is frightened 3 and fleeing for 1 round.
Duration until the start of your next turn; Effect You ask for the
guidance of supernatural entities, granting the target a +1 status Apparition Spells
bonus to one attack roll, Perception check, saving throw, or skill Samo can cast one apparition spell per day, which can be her choice of
check the target attempts before the duration ends. The target the below spells.
chooses which roll to use the bonus on before rolling. If the target Harm [one-action] to [three-actions] (manipulate, void) Range varies; Targets 1 living
uses the bonus, the spell ends. Either way, the target is then creature or 1 willing undead creature; Effect You channel void energy
temporarily immune for 1 hour. to harm the living or heal the undead. If the target is a living creature,
you deal 1d8 void damage to it, and it gets a basic Fortitude save. If
Apparition Spells the target is a willing undead creature, you restore that amount of
Rousing Splash [two-actions] (cantrip, concentrate, manipulate, water) Range 60 Hit Points. The number of actions you spend when Casting this Spell
feet; Targets 1 creature; Effect You cause a splash of cold water to determines its targets, range, area, and other parameters.
descend on an ally’s head, granting some temporary vigor. The target [one-action] The spell has a range of touch.
gains 2d4 temporary Hit Points, which last for 1 minute. The target is [two-actions] (concentrate) The spell has a range of 30 feet. If you’re healing
then temporarily immune to the temporary Hit Points from rousing an undead creature, increase the Hit Points restored by 8.
splash for 10 minutes. The target can also attempt an immediate [three-actions] (concentrate) You disperse void energy in a 30-foot emanation.
flat check to recover from a single source of persistent acid or fire This targets all living and undead creatures in the area.
damage, with the DC reduction from appropriate assistance. Signature Spell You can cast this spell in a higher-rank slot to
Tangle Vine [two-actions] (attack, cantrip, concentrate, manipulate, plant, wood) heighten it and increase its power. For each additional rank, the
Range 30 feet; Targets 1 creature; Defense AC; Effect A vine appears amount of healing or damage increases by 1d8, and the extra healing
from thin air, flicking from your hand and lashing itself to the target. for the 2-action version increases by 8.
Attempt a spell attack roll against the target. Heal [one-action] to [three-actions] (healing, manipulate, vitality) Range varies; Targets
Critical Success The target gains the immobilized condition and 1 willing living creature or 1 undead creature; Effect You channel
takes a –10-foot circumstance penalty to its Speeds for 2 rounds. vital energy to heal the living or damage the undead. If the target is
It can attempt to Escape against your spell DC to remove the a willing living creature, you restore 1d8 Hit Points. If the target is
penalty and the immobilized condition. undead, you deal that amount of vitality damage to it, and it gets a
Success The target takes a –10-foot circumstance penalty to its basic Fortitude save. The number of actions you spend when Casting
Speeds for 2 rounds. It can attempt to Escape against your spell this Spell determines its targets, range, area, and other parameters.
DC to remove the penalty. [one-action] The spell has a range of touch.
Failure The target is unaffected. [two-actions] (concentrate) The spell has a range of 30 feet. If you’re healing
a living creature, increase the Hit Points restored by 8.
[three-actions] (concentrate) You disperse vital energy in a 30-foot emanation.
This targets all living and undead creatures in the burst.
Signature Spell You can cast this spell in a higher-rank slot to
heighten it and increase its power. For each additional rank, the
amount of healing or damage increases by 1d8, and the extra healing
for the 2-action version increases by 8.
Numbers shown next to this symbol are added to a d20 roll. ©2024 Paizo Inc. Permission granted to photocopy for personal use only.
SAMO ANIMIST 3 Mist [three-actions] (concentrate, manipulate, water) Range 120 feet; Area 20-
foot burst; Duration 1 minute; Effect You call forth a cloud of mist.
Hydraulic Push [two-actions] (attack, concentrate, manipulate, water) Range 60 All creatures within the mist become concealed, and all creatures
feet; Targets 1 creature or unattended object; Defense AC; Effect You outside the mist become concealed to creatures within it. You can
call forth a powerful blast of pressurized water that bludgeons the Dismiss the cloud.
target and knocks it back. Make a ranged spell attack roll.
Critical Success The target takes 6d6 bludgeoning damage and is FOCUS SPELLS
knocked back 10 feet. Samo can cast vessel spells. Vessel spells are a type of focus spell. It
Success The target takes 3d6 bludgeoning damage and is knocked costs 1 Focus Point to cast a Focus Spell, and you start with a focus
back 5 feet. pool of 1 Focus Point. You refill your focus pool during your daily
Signature Spell You can cast this spell in a higher-rank slot to preparations, and you can regain 1 Focus Point by spending 10 minutes
heighten it and increase its power. For each additional rank, the using the Refocus activity (Player Core 298) to treat with nearby
damage increases by 2d6. spirits, meditate on resolving an issue pertaining to the balance of
Protector Tree [two-actions] (concentrate, manipulate, plant, wood) Range 30 spirits and mortals, or tell a story.
feet; Duration 1 minute; Effect A Medium tree suddenly grows in an Which focus spell Samo can cast depends on which apparition
unoccupied square within range. The tree has AC 10 and 10 Hit Points. is currently your primary apparition (as selected during daily
Whenever an ally adjacent to the tree is hit by a Strike, the tree preparations). If your primary apparition is the custodian of groves and
interposes its branches and takes the damage first. Any additional gardens, you can cast garden of healing; if your primary apparition is
damage beyond what it takes to reduce the tree to 0 Hit Points is the vanguard of roaring waters, you can cast river carving mountains.
dealt to the original target. The tree isn’t large enough to impede
movement through its square. If the tree is in soil and survives to Custodian of Groves and Gardens
the end of the spell’s duration, it remains as an ordinary, non-magical Garden of Healing [one-action] (uncommon, animist, aura, emotion, focus,
tree and continues to grow and thrive. The GM might determine that healing, mental); Area 10-foot emanation; Duration sustained
the tree disappears immediately in certain inhospitable situations. up to 1 minute; Effect Spirits of comfort and respite swirl around
Signature Spell You can cast this spell in a higher-rank slot to you, trailing visions of growing grass and blooming blossoms.
heighten it and increase its power. For each additional rank, the tree When you cast this spell and the first time you Sustain it on each
has an additional 10 Hit Points. subsequent round, you generate a pulse of renewing energy that
heals each creature within the emanation for 2d4 Hit Points. The
calm of this effect lingers; once this spell ends, any creature that
2nd has been affected by its healing gains a +1 circumstance bonus to
saves against emotion effects for 10 minutes but does not receive
Animist Spells any healing from additional castings of the spell while the bonus
Samo can cast the following prepared animist spell once per day. persists.
Spiritual Armament [two-actions] (concentrate, manipulate, sanctified, spirit)
Range 120 feet; Target 1 creature; Defense AC; Duration sustained Vanguard of Roaring Waters
up to 1 minute; Effect You create a ghostly, magical echo of one River Carving Mountains [one-action] (uncommon, animist, focus, water);
weapon you’re wielding or wearing and fling it. Attempt a spell Duration sustained up to 1 minute; Effect Your apparition solidifies
attack roll against the target’s AC, dealing 2d8 damage on a hit (or around you into roaring water and spraying mist. For the duration
double damage on a critical hit). The damage type is the same as of this spell, you have lesser cover against ranged attacks and gain
the chosen weapon (or any of its types for a versatile weapon). The a +10-foot status bonus to each Speed you have. When you first
attack deals spirit damage instead if that would be more detrimental cast this spell and each time you Sustain it, you can Stride up to
to the creature (as determined by the GM). This attack uses and your speed while your apparition fills each square you pass through
contributes to your multiple attack penalty. After the attack, the with the lingering energy of a coursing river. These squares become
weapon returns to your side. Each time you Sustain the spell, you difficult terrain until the start of your next turn. You can use river
can repeat the attack against any creature within 120 feet. carving mountains while Burrowing, Climbing, Flying, or Swimming
instead of Striding if you have the corresponding movement type.
Apparition Spells
Samo can cast one 2nd-rank apparition spell per day, which can be
her choice of the below spells. She can also use this slot to cast a
heightened version of any of her 1st-rank apparition spells instead.
Gentle Breeze [two-actions] (air, concentrate, healing, manipulate, vitality)
Range 60 feet; Area 40-foot burst; Duration 10 minutes; Effect A
light, soothing breeze flows through the area, making it easier to rest
and recover. Medicine checks attempted to benefit living creatures
in the area get a +2 status bonus. Any living creature in the area also
gets a +2 status bonus to saving throws against afflictions and, if it
remains within the area for the full duration, regains 10 Hit Points.
In addition, the cool breeze reduces the temperature effects of heat
by one step for any creature in the area.
Numbers shown next to this symbol are added to a d20 roll. ©2024 Paizo Inc. Permission granted to photocopy for personal use only.