About RhyfeddRhyfedd
Feats:
Power Attack : You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon. When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2. You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage. Weapon Focus, Slam : You gain a +1 bonus on all attack rolls you make using the selected weapon. Toughness : You gain +3 hit points. For every Hit Die you possess beyond 3, you gain an additional +1 hit point. If you have more than 3 Hit Dice, you gain +1 hit points whenever you gain a Hit Die (such as when you gain a level). Skills:
Adventuring Skills: Acrobatics +1 (+0 Rank, +1 Dex, +0 ACP, +0 Trained, +0 Misc) Bluff +1 (+1 Rank, +1 Wis, +0 Trained, +0 Misc) Climb +2 (+0 Rank, +2 Str, +0 ACP, +0 Trained, +0 Misc) Diplomacy +2 (+0 Rank, +2 Cha, +0 Trained, +0 Misc) Disable Device +1 (+0 Rank, +1 Dex, +0 ACP, +0 Trained, +0 Misc) Disguise +2 (+0 Rank, +2 Cha, +0 Trained, +0 Misc) Escape Artist +1 (+0 Rank, +1 Dex, +0 ACP, +0 Trained, +0 Misc) Fly +1 (+0 Rank, +1 Dex, +0 ACP, +0 Trained, +0 Misc) Heal +0 (+0 Rank, +0 Wis, +0 ACP, +0 Trained, +0 Misc) Intimidate +5 (+0 Rank, +2 Cha, +0 Trained, +3 Misc) Knowledge Arcane -2 (+0 Rank, -2 Int, +0 Trained, +0 Misc) Knowledge Dungeoneering -2 (+0 Rank, -2 Int, +0 Trained, +0 Misc) Knowledge Local -2 (+0 Rank, -2 Int, +0 Trained, +0 Misc) Knowledge Nature -2 (+0 Rank, -2 Int, +0 Trained, +0 Misc) Knowledge Planes -2 (+0 Rank, -2 Int, +0 Trained, +0 Misc) Knowledge Religion -2 (+0 Rank, -2 Int, +0 Trained, +0 Misc) Perception +6 (+3Rank, +0 Wis, +3 Trained, +0 Misc) Ride +1 (+0 Rank, +1 Dex,+0 ACP, +0 Trained, +0 Misc) Sense Motive +0 (+0 Rank, +0 Wis, +0 Trained, +0 Misc) Spellcraft -2 (+0 Rank, -2 Int, +0 Trained, +0 Misc) Stealth +7 (+3 Rank, +1 Dex, +0 ACP, +3 Trained, +0 Misc) Survival +3 (+0 Rank, +0 Wis, +0 Trained, +3 Misc) Swim +2 (+0 Rank, +2 Str, +0 ACP, +0 Trained, +0 Misc) Use Magic Device +2 (+0 Rank, +2 Cha, +0 Trained, +0 Misc) Background Skills: (2 ranks/level = 12 ranks)
Languages: Dwarven --------------------
Skills:
The phantom gains a number of ranks in Intimidate and Survival equal to its number of Hit Dice. While confined in the spiritualist’s consciousness, the phantom grants the spiritualist Skill Focus in each of these skills. Good Saves:
Fortitude and Will. Powerful Strike (Ex):
A phantom with this focus deals more damage with its slam attacks. It deals slam damage as a creature one size category larger than its current size. The phantom also gains Power Attack as a bonus feat. --------------------
Link:
A spiritualist and her phantom share a mental link that allows for communication across distances (as long as they are on the same plane). This communication is a free action that can be performed even when it isn’t the spiritualist’s turn, but the spiritualist and the phantom must both be conscious to communicate in this way. This allows the spiritualist to give orders to her phantom at any time. Magic items interfere with a spiritualist’s connection to her phantom; as a result, the spiritualist and her phantom share magic item slots. For example, if the spiritualist is wearing a magic ring, her phantom can wear only one magic ring. In the case of a conf lict, the items worn by the spiritualist remain active, and those worn by the phantom become dormant. The phantom must possess the appropriate appendages to utilize a magic item. Share Spell:
The spiritualist can cast a spell with a target of “you” on her phantom (as a spell with a range of touch) instead of on herself. A spiritualist can cast spells from the spiritualist spell list on her phantom even if the spells normally do not affect creatures of the phantom’s type (outsider). This ability does not allow the phantom to share abilities that aren’t spells, even if they function like spells. Deliver Touch Spell:
The phantom can deliver touch spells for the spiritualist when fully manifested in incorporeal or ectoplasmic form. The spiritualist and the phantom need not be in contact to accomplish this, but the phantom must be within 30 feet and the spiritualist must be able to see the phantom. If the spiritualist is 12th level or higher, the phantom can deliver touch spells within 50 feet of the spiritualist. The spiritualist can cast the spell, and then the phantom can deliver the touch as an immediate action. If the touch spell deals damage, the phantom must make the attack roll. The phantom can’t hold the charge of a touch spell cast by the spiritualist using this ability. If the spell is delivered to the phantom, it must touch a target or the spell is lost. If the spell allows you to touch up to six willing targets, the phantom can accomplish this with an immediate action, but all of the willing targets must be within the phantom’s melee reach at the time. Ectoplasmic:
When the spiritualist manifests her phantom in ectoplasmic form, the phantom gains the following abilities.
Damage Reduction: A phantom manifested in ectoplasmic form has DR 5/slashing. When the spiritualist reaches 5th level, the phantom gains DR 5/magic. At 10th level, the damage resistance increases to 10/magic. At 15th level, it increases to 15/magic, and at 20th level, the damage reduction becomes DR 15/—. Phase Lurch (Su): A phantom in ectoplasmic form has the ability to pass through walls or material obstacles. In order to use this ability, it must begin and end its turn outside whatever wall or obstacle it’s moving through. An ectoplasmic phantom can’t move through corporeal creatures with this ability, and its movement speed is halved while moving through a wall or obstacle. Any surface it moves through is coated with a thin, silvery mucus that lingers for 1 minute.
Incorporeal:
When the spiritualist chooses to manifest the phantom in incorporeal form, the phantom appears within 30 feet of the spiritualist as a ghostly apparition. It gains the incorporeal subtype (Pathfinder RPG Bestiary 301), including a deflection bonus to AC equal to its Charisma modif ier. Since it isn’t an undead creature, it takes no damage from holy water or positive energy. Unlike other incorporeal creatures, an incorporeal phantom can’t attack corporeal creatures, except to deliver touch-attack spells using the deliver touch spell ability. An incorporeal manifested phantom can make slam attacks against other incorporeal creatures as if it were in ectoplasmic form.
Magic Attacks (Su):
When the phantom manifests in ectoplasmic form, it treats its slam attacks as if they were magic for the purposes of overcoming damage reduction. If the spiritualist is 10th level or higher, all of the phantom’s weapons are treated as the alignment of the phantom for the purpose of overcoming damage reduction. -------------------- Gear -------------------- None Background:
Valdern doesn’t know much about Rhyfedd except for the fact that he died in a very violent fashion, but the why and when still remain a mystery. Maybe with time, more will be discovered about the past of the dwarf that refused to pass on to the boneyard. Appearance&Personality:
Eyes:White Hair: White Height:4'10" Weight:0 lbs Appearance Rhyfedd looks like a heavely armored dwarf. He bears many battle damage on his armor and his helmet is missing. His face is twisted with anger and always seem to screeming at something that only him can see. Personality Anger, and more anger.
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