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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.
Many 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. For
example, 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. On 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
Most anima tend towards neutrality on both the moral and ethical axis. Influence from their owners and
companions may sway them one way or the other, as to be expected. 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. Unsurprisingly, 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 Medium Fey.
Artificial Soul (Ex:) Anima, being the spirits of objects, carry many aspects of the contruct type.
Thus the anima possess the half-construct subtype, which has the following benefits:
+2 racial bonus on saving throws against disease, mind-affecting effects, poison and effects
that cause exhaustion or fatigue
Cannot be raised or resurrected
Does 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. Half-Construct spellcasters
still must rest for 8 hours before preparing spells.
Anima have a base land speed of 30 feet
Senses: Anima have both low-light vision and darkvision
Anima receive a +2 bonus to Int, Wis & Cha. They receive adjustments to their physical ability
scores based upon the type of object they once were, as follows
Melee Weapon: +4 Str, -2 Dex
Ranged Weapon: -2 Str, +4 Dex

Armor/Shield: -2 Dex, +4 Con


Constructed Body (Ex:) Due to their nature, anima are more physically resilient than most other
races. Anima receive a +1 bonus to their natural armor, as well as Damage Reduction
5/Adamantine.
A weapon knows...(Ex:) ...how best to break another weapon. Anima gain a +2 racial bonus on
all strength checks to break objects, as well a +2 racial bonus on combat maneuver checks to
sunder.
Familiarity (Ex:) As to be expected, Anima know how to properly use normal objects of
whatever type they once were. To 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.
Languages: Anima begin knowing common and the racial language of their owner. They may
know additional languages from a high intelligence score, and may choose any language their
owner knows.

Favored Class Bonuses


Barbarian: Add +1 to the barbarian's total number of rage rounds per day.
Fighter: Add +1 to the Fighter's CMD when resisting two combat maneuvers of the character's
choice.
Gunslinger: Add +1/4 point to the gunslinger's grit points.
Rogue: The rogue gains +1/6 of a new rogue talent.
Cavalier: Add +1/2 to the cavalier's bonus to damage against targets of his challenge.
Monk: Reduce the Hardness of any object by of a point whenever the object is struck by the
monk's unarmed strike (minimum of 0).
Magus: Add +1/4 point to the Magus's arcane pool.

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