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Anima

People often grow attached to a variety of things, from the stuffed bear they had as a child, to a bracelet that they believe brings them luck. Whatever the form, people pour their emotions into their beloved objects. Sometimes, just sometimes, this affection is enough for the object to to take a life of it's own. Physical Description Anima are incredibly varied in appearance, though all are humanoid, their similarities tend to end there. any Anima appear to be the same race as their owner with minor differences here and there, while others look like anthropomorphic manifestations of whatever object they were and still others are somewhere between, or something else entirely. Personalities Anima are typically stoic in outlook, though this is flavored by the type of object they were. !or e"ample, a sword anima would desire to seek out foes to kill, while a shield anima would want to protect others. Additionally, most anima are incredibly loyal to their owners, though it is not unheard of for weapon type anima to attack their owners, out of some sense of their owner being the ultimate opponent. #n the reverse side, armor type anima sometimes take their protective nature too far with their owners, locking them up somewhere in a misguided attempt to defend them from all harm, and then forget that their owners need to eat and drink. Alignment ost anima tend towards neutrality on both the moral and ethical a"is. $nfluence from their owners and companions may sway them one way or the other, as to be e"pected. Anima that used to be religious objects, or somehow affiliated with a religion or philosophy tend to have an alignment appropriate to said religion or philosophy. Adventurers While any object could become an anima, typically only anima of weapons and armor take up the life of adventurers. %nsurprisingly, these anima tend to favor the more martial classes over spellcasting classes, though nothing prevents an anima from learning magic. Racial Traits As animate spirit of an object, Anima are edium !ey. Artificial Soul &'"() Anima, being the spirits of objects, carry many aspects of the contruct type. *hus the anima possess the half+construct subtype, which has the following benefits( ,- racial bonus on saving throws against disease, mind+affecting effects, poison and effects that cause e"haustion or fatigue .annot be raised or resurrected /oes not need to breathe, eat or sleep, but may do so if there is some benefit to such an action, like drinking a potion or partaking in a Heroes Feast. 0alf+.onstruct spellcasters still must rest for 1 hours before preparing spells. Anima have a base land speed of 23 feet Senses( Anima have both low+light vision and darkvision Anima receive a ,- bonus to $nt, Wis 4 .ha. *hey receive adjustments to their physical ability scores based upon the type of object they once were, as follows elee Weapon( ,5 Str, +- /e" 6anged Weapon( +- Str, ,5 /e"

Armor7Shield( +- /e", ,5 .on .onstructed 8ody &'"() /ue to their nature, anima are more physically resilient than most other races. Anima receive a ,9 bonus to their natural armor, as well as /amage 6eduction :7Adamantine. A weapon knows...&'"() ...how best to break another weapon. Anima gain a ,- racial bonus on all strength checks to break objects, as well a ,- racial bonus on combat maneuver checks to sunder. !amiliarity &'"() As to be e"pected, Anima know how to properly use normal objects of whatever type they once were. *o that end, Anima are automatically proficient in whatever type of weapon or armor they used to be, e.g. A bastard sword anima is automatically proficient with the bastard sword, regardless of class, while a plate mail anima is automatically proficient in heavy armor. ;anguages( Anima begin knowing common and the racial language of their owner. *hey may know additional languages from a high intelligence score, and may choose any language their owner knows.

Favored Class Bonuses Barbarian: Add ,9 to the barbarian's total number of rage rounds per day. Fighter: Add ,9 to the !ighter's . / when resisting two combat maneuvers of the character's choice. Gunslinger: Add ,975 point to the gunslinger's grit points. Rogue: *he rogue gains ,97< of a new rogue talent. Cavalier: Add ,97- to the cavalier's bonus to damage against targets of his challenge. Mon : 6educe the 0ardness of any object by = of a point whenever the object is struck by the monk's unarmed strike &minimum of 3). Magus: Add ,975 point to the agus's arcane pool.

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