Creeping Death

Sarrissa's page

233 posts. Alias of Nickadeamous.


Classes/Levels

Inactive

About Sarrissa

stat line:

HP 19/20 AC 17, Touch 14, Flatfooted 13, CMD 17, Saves F +4, R +7, W +6; Perception +10 (+13 when possessed), Sense Motive +7; Init +4 | Status: Normal

Background:

It has been said that even death can not stop the strongest of loves. That when two souls who are meant for each other find one another, that there is nothing that can force them apart, nothing in life, nothing in death, and nothing in time. This was the case for Jerr-Dann. The first time he saw her, he knew. He knew that he wanted to spend eternity with her. He knew that he would pledge himself to her, devote his entire existence to her, even commit his soul to her.

When the darkness came and the fighitng started, he fled his post and ran to her. Nothing else mattered but protecting her. Had they won the battle and repelled the agressor, he would have been put to death for abandoning his position. Others might have thought him a coward, but none of that mattered. Only she mattered. She was his charge, and he would not fail, not at any cost, not for any reason.

As it came to pass, they did not win. The city fell and the walls burned. The invaders had conquered their once great city, but it wasn't all for naught. Those who were charged with the defense of the Spirit Walkers had succeeded. It had cost them all their lives, but they had gotten her out. An ancient alliance with the dwarves had enabled the building of secret underground passages to be used as escape tunnels in dire times, and they had worked.

He died in the fighting, holding the line until his last breath, but that was not the end of him. His body fell, but his spirit did not. The thought had never occurred to him before now but it made sense. Being so aligned to a Spirit Walker would have consequences. It only made sense to him now that one of those consequences might have been strengthening his spirit. He stood there above his body looking down at it. The pair of handaxes laying on the ground next to him, his blood ever so slowly coating the floor around him, the battle raging on around him, it was all surreal. He could see it and hear it, but could not impact it, could not touch it. He hated it. Hated not being able to feel the axes in his hands, hated not being able to feel the burn in his muscles, hated not being able to be seen by her.

He followed her for years. Even as she grew old over centuries, he walked beside her. He walked beside her daughter and her daughter's daughter until one day something he was not expecting happened. She looked directly at him. She didn't stare through him or look past him. She looked at him, and then she spoke to him. That moment will reside in him forever. A second chance in his...existence, to fulfill his duty, to continue his tradition.

For the next few months they got to know each other. He helped to guide her, help her learn about her powers and her family's history. When she became old enough, they set out together to return to Myth Drannor. He did not want her to go, but he would not let her go alone. The promise of so much of elven history, of so many potential spirits to communicate with was too big of an opportunity for her to pass up. She was tired of living in seclusion, tired of not understanding who she was.

So Sarrissa, great grand daughter of his true love, and Jerr-Dann had set out. He her protector, guide, and advisor and she, no longer quite alone. Both of them now starting down a new journey, one that would reunite both of them with their pasts.

She sat alone at a table in the Halfway Inn, finishing a plate of stewed vegetables and potatoes. Well, almost alone. Most would panic at the sight of Jerr-Dann so hidden he stayed. He sat quietly, in the corner of her mind, lending his own senses to hers. Very little occurred in the tavern that escaped her ears or eyes.

Sarrissa
Female (infiltrator) ranger 2 / spiritualist 2
CG Medium humanoid (elf)
Init +4 Senses low-light vision.; Perception +9 (+12)
--------------------
Defense
--------------------
AC 17, touch 13, flat-footed 14
(+4 Dex, +3 Armor)
Hp 20 (2d10+0)
Fort +4, Ref +7 Will +6 [+1 vs. enchantments from non-elves]
Immune Light-based blindness and Dazzle effects
--------------------
Offense
--------------------
Speed 30 ft.
Melee elven branched spear +6 (1d8+1/x3) {P} [brace, reach]
Melee elven curved blade +6 (1d10+1/18+) {S} [+1 to confirm]
Ranged mw mighty {+1 str} darkwood composite longbow +7 (1d8+1/x3) {P} [120 ft.] {10 blunt arrows} {20 normal arrows}
Options Favored Enemy (animals) +2;
--------------------
Statistics
--------------------
Str 13, Dex 19, Con 10, Int 10, Wis 16 Cha 10
Base Atk +2; CMB +3; CMD 17
Feats Simple Weapon Proficiency, Martial Weapon Proficiency, Light Armor Proficiency, Medium Armor Proficiency, Shield Proficiency, Weapon Finesse, Point, Blank Shot,
Skills [ACP: 0][12 class + 4 bg]
[+8] Acrobatics [+3 when possessed] (1 rank, 3 class, 4 dex)
[+0] Bluff (0 cha)
[+5] Climb (1 rank, 3 class, 1 str)
[+5] Craft {bows} (2 bg, 3 class, 0 int)
[+0] Diplomacy [-2 vs. non-elves] (0 cha)
[+4] Handle Animal (1 bg, 3 class, 0 cha)
[+3] Heal (3 wis)
[+0] Intimidate (0 cha)
[+5] Knowledge {nature} (2 ranks, 3 class, 0 int)
[+4] Linguistics (1 bg, 3 class)
[+10] Perception [+3 when possessed] (2 ranks, 3 class, 3 wis, 2 race)
[+3] Ride (3 dex)
[+7] Sense Motive [-2 vs. non-elves] (1 rank, 3 class, 3 wis)
[+9] Stealth (2 ranks, 3 class, 4 dex)
[+8] Survival (2 ranks, 3 class, 3 wis)
[+5] Swim (1 rank, 3 class, 1 str)
Languages Elven, Sylvan
Traits Rich Parents {Social}, Forlorn {Race}, Two-World Magic (Create Water) {Magic}
Drawback Xenophobic
Favored Class Bonuses +1/2 to confirm critical hits with elven curved blade x2
Combat Gear elven branched spear, elven curved blade, mw mighty {+1} composite longbow, cold iron dagger, mw studded leather armor, blunt arrows x10, normal arrows x20
Other Gear 12 gp, 8 sp; explorer's outfit, mw backpack, canteen, bells x3, 100 ft. of twine, sewing needle, fishhooks x5, flint and steel, candles x3, wooden holy symbol, inkpens x2, vial of ink, sheets of paper x10, signet ring
Encumbrance 0 – 58 lbs; 59 – 116; 117 – 175; [Current Weight: 57; Light Load]
--------------------
Magic
--------------------
Spell-Like Abilities
At-Will light
Spiritualist Spells Known [CL: 2nd; concentration +5]
1st - (3/day) - cure light wounds, feather fall, shield
Knacks - create water, detect magic, guidance, mage hand, telekinetic projectile
--------------------
Special Abilities
--------------------
Combat Style (Ex) - At 2nd level, a ranger must select one combat style to pursue. Archery The ranger’s expertise manifests in the form of bonus feats at 2nd, 6th, 10th, 14th, and 18th level. He can choose feats from his selected combat style, even if he does not have the normal prerequisites. The benefits of the ranger’s chosen style feats apply only when he wears light, medium, or no armor. He loses all benefits of his combat style feats when wearing heavy armor. Once a ranger selects a combat style, it cannot be changed.

Elven Arrogance - Some elves are so convinced of elven superiority, or else otherwise so xenophobic, that they have difficulty seeing the point in communicating with “lesser” races. Their racial bonus on saving throws against enchantments increases by 1 against such effects from non-elf humanoids, but they begin play speaking only Elven, and if they have high Intelligence scores, they can select bonus languages from only 1 ancient language, Celestial, Draconic, and Sylvan.

Etheric Tether (Su) - At 1st level, a spiritualist can force the phantom to manifest in an area around her by pushing the phantom’s consciousness though the veil of ethereal essence, allowing it to fully manifest in either ectoplasmic or incorporeal form. Whenever her manifested phantom takes enough damage to send it back to the Ethereal Plane, as a reaction to the damage, the spiritualist can sacrifice any number of her hit points without using an action. Each hit point sacrificed in this way prevents 1 point of damage dealt to the phantom. This can prevent the phantom from being sent back to the Ethereal Plane. This tether is limited. When the phantom is fully manifested, it and the spiritualist must remain within 50 feet of one another for the phantom’s manifestation to stay stable with little to no concentration on the part of the spiritualist. The spiritualist can stretch the limited tether, but only when the phantom is in ectoplasmic form. When a spiritualist starts her turn and her ectoplasmic phantom is more than 50 feet away from her (but closer than 100 feet), the spiritualist must concentrate on the link as a full-round action that provokes attacks of opportunity or the ectoplasmic phantom immediately returns to the Ethereal Plane and cannot be summoned from that plane for 24 hours. This concentration can be interrupted as if it were a spell. Treat this effect’s spell level as equal to 1 + 1 per 10 feet farther than 50 feet that the phantom is from the spiritualist (maximum spell level 6th). If the tether is interrupted or the check fails, the phantom immediately snaps back into the consciousness of its spiritualist master. If the ectoplasmic phantom is ever more than 100 feet away from its spiritualist, or the incorporeal phantom is ever 50 feet away from the spiritualist or outside of line of effect from the spiritualist for more than 1 round per spiritualist level the spiritualist possesses, the tether is automatically broken; the phantom immediately returns to the Ethereal Plane and can’t be summoned from that plane for 24 hours.

Favored Enemy (Ex) - At 1st level, a ranger selects a creature type from the ranger favored enemies table. He gains a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against creatures of his selected type. Likewise, he gets a +2 bonus on weapon attack and damage rolls against them. A ranger may make Knowledge skill checks untrained when attempting to identify these creatures. At 5th level and every five levels thereafter (10th, 15th, and 20th level), the ranger may select an additional favored enemy. In addition, at each such interval, the bonus against any one favored enemy (including the one just selected, if so desired) increases by +2. If the ranger chooses humanoids or outsiders as a favored enemy, he must also choose an associated subtype, as indicated on the table below. (Note that there are other types of humanoid to choose from—those called out specifically on the table below are merely the most common.) If a specific creature falls into more than one category of favored enemy, the ranger’s bonuses do not stack; he simply uses whichever bonus is higher.

Keen Senses - Elves receive a +2 racial bonus on Perception checks.

Lightbringer - Many elves revere the sun, moon, and stars, but some are literally infused with the radiant power of the heavens. Elves with this racial trait are immune to light-based blindness and dazzle effects, and are treated as one level higher when determining the effects of any light-based spell or effect they cast (including spell-like and supernatural abilities). Elves with Intelligence scores of 10 or higher may use light at will as a spell-like ability. This racial trait replaces the elven immunities and elven magic racial traits.

Low-Light Vision - Elves can see twice as far as humans in conditions of dim light.

Shared Consciousness (Su) - At 1st level, while a phantom is confined in a spiritualist’s consciousness (but not while it’s fully manifested or banished to the Ethereal Plane), it grants the spiritualist the Skill Focus feat in two skills determined by the phantom’s emotional focus, unless the spiritualist already has Skill Focus in those skills. It also grants a +4 bonus on saving throws against all mind-affecting effects; at 12th level, this bonus increases to +8. Lastly, once per day, when the spiritualist fails a saving throw against a mind-affecting effect, as an immediate action she can shunt that effect into the phantom’s section of her consciousness instead. When she does so, she is not affected by the mind-affecting effect, but for the normal duration of that effect, the spiritualist loses the bonuses on saving throws against mind-affecting effects and the Skill Focus effects granted by her phantom, and can’t use this ability to shunt a mind-affecting effect into the phantom’s consciousness or manifest her phantom in any way. When a mind-affecting effect is shunted into the phantom’s consciousness, spells such as dispel magic and break enchantment can be cast on the spiritualist to end the effect’s duration as if the spiritualist were affected by the mind-affecting effect.

Track (Ex) - A ranger adds half his level (minimum 1) to Survival skill checks made to follow tracks.

Weapon Familiarity - Elves are proficient with longbows (including composite longbows), longswords, rapiers, and shortbows (including composite shortbows), and treat any weapon with the word “elven” in its name as a martial weapon.

Wild Empathy (Ex) - A ranger can improve the initial attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person (see Using Skills). The ranger rolls 1d20 and adds his ranger level and his Charisma bonus to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly. To use wild empathy, the ranger and the animal must be within 30 feet of one another under normal visibility conditions. Generally, influencing an animal in this way takes 1 minute, but, as with influencing people, it might take more or less time. The ranger can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but he takes a –4 penalty on the check.

Xenophobic - You take a –2 penalty on Diplomacy and Sense Motive checks made against creatures of a different race or from a different culture.

Phantom:

A spiritualist begins play with the aid of a powerful and versatile spirit entity called a phantom. The phantom forms a link with the spiritualist, who forever after can either harbor the creature within her consciousness or manifest it as an ectoplasmic or incorporeal entity. A phantom has the same alignment as the spiritualist, and it can speak all the languages its master can. A spiritualist can harbor her phantom in her consciousness (see the shared consciousness class feature), manifest it partially (see the bonded manifestation class feature), or fully manifest it. A fully manifested phantom is treated as a summoned creature from the Ethereal Plane, except it is not sent back to the Ethereal Plane until it is reduced to a negative amount of hit points equal to or greater than its Constitution score.

A spiritualist can fully manifest her phantom through a ritual that takes 1 minute to perform. When the phantom is fully manifested, the spiritualist can change the form of the phantom’s manifestation (either from ectoplasmic to incorporeal or vice versa) as a full-round action that provokes attacks of opportunity. When the phantom manifests, its hit points are unchanged from the last time it manifested, unless the phantom was slain and returned to the Ethereal Plane; in this case, the phantom manifests with half its maximum number of hit points.

The phantom does not heal naturally, and can be healed only with magic or by being tended to with the Heal skill while fully manifested in ectoplasmic form. The phantom stays fully manifested until it is either returned to the spiritualist’s consciousness (a standard action) or banished to the Ethereal Plane. If the phantom is banished to the Ethereal Plane, it can’t return to the spiritualist’s consciousness or manifest again for 24 hours.

While fully manifested, a phantom can’t be returned to the Ethereal Plane by means of dispel magic, but spells such as dismissal and banishment work normally. Whenever the spiritualist is unconscious or asleep, the phantom immediately returns to the spiritualist’s consciousness. If the spiritualist dies, the phantom is returned to the Ethereal Plane, and can’t return to the spiritualist’s consciousness until 24 hours after the spiritualist is brought back to life.

A phantom can’t be dismissed or banished (by a spell or any other similar effect) while it resides in the spiritualist’s consciousness, as the phantom is protected from such effects by the power of the spiritualist’s psyche.

Phantoms can’t wear armor; that sentence was meant to say they can wear other magic items. This will be reflected in the next errata.

Phantoms are self-involved, even jealous, creatures that do not play well with other summoned companions.

A phantom refuses to manifest (either fully or as part of a bonded manifestation; see Bonded Manifestation) in the presence of an eidolon or shadow summoned by the phantom’s master. Furthermore, if a phantom is manifested when such a creature is summoned, it immediately retreats into its spiritualist’s consciousness, and will not manifest again until the eidolon or shadow is dismissed.

A fully manifested phantom’s abilities, feats, Hit Dice, saving throws, and skills are tied to the spiritualist’s class level and increase as the spiritualist gains levels. See the Phantoms section for more information.