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About Valdern DeepIronValdern DeepIron
Feats:
Breadth of Experience: You get a +2 bonus on all Knowledge and Profession skill checks, and can make checks with those skills untrained.
Phalanx Formation : When you wield a reach weapon with which you are proficient, allies don’t provide soft cover to opponents you attack with reach.
Traits:
Healthy: You gain a +1 trait bonus on Fortitude saves, Swim checks to prevent nonlethal damage from fatigue after swimming for more than an hour at a time, and Constitution checks to prevent fatigue. In addition, you can hold your breath for a number of rounds equal to 3 times your Constitution score. Darkest Before Dawn: Your devotion sustains you when others would fall to despair. You gain a +2 trait bonus on saving throws against spells with the emotion, fear, or pain descriptor. Once per day, you can increase this bonus to +4 for a single save, but you must make this decision before you attempt the saving throw. Arcane Temper: You have quick reactions and fierce concentration. You gain a +1 trait bonus on concentration and initiative checks. Drawback:
Warded Against Nature: Animals do not willingly approach within 30 feet of you, unless you or the animal’s master succeeds at a DC 20 Handle Animal, Ride, or wild empathy check. Animal companions, familiars, and mounts granted by your class abilities are immune to this effect. Skills:
Adventuring Skills: (4+Int mod(1)/level = 5 Ranks (+1 Fav Class bonus) Acrobatics +1 (+0 Rank, +2 Dex, -1 ACP, +0 Trained, +0 Misc) Bluff +0 (+0 Rank, +0 Cha, +0 Trained, +0 Misc) Climb +0 (+0 Rank, +1 Str, -1 ACP, +0 Trained, +0 Misc) Diplomacy +0 (+0 Rank, +0 Cha, +0 Trained, +0 Misc) Disable Device +1 (+0 Rank, +2 Dex, -1 ACP, +0 Trained, +0 Misc) Disguise +0 (+0 Rank, +0 Cha, +0 Trained, +0 Misc) Escape Artist +1 (+0 Rank, +2 Dex, -1 ACP, +0 Trained, +0 Misc) Fly +1 (+0 Rank, +2 Dex, -1 ACP, +0 Trained, +0 Misc) Heal +4 (+0 Rank, +4 Wis, +0 ACP, +0 Trained, +0 Misc) Intimidate +0 (+0 Rank, +0 Cha, +0 Trained, +0 Misc) Knowledge Arcane +7 (+1 Rank, +1 Int, +3 Trained, +2 Misc) Knowledge Dungeoneering +3 (+0 Rank, +1 Int, +0 Trained, +2 Misc) Knowledge Local +3 (+0 Rank, +1 Int, +0 Trained, +2 Misc) Knowledge Nature +7 (+1 Rank, +1 Int, +3 Trained, +2 Misc) Knowledge Planes +7 (+1 Rank, +1 Int, +3 Trained, +2 Misc) Knowledge Religion +7 (+1 Rank, +1 Int, +3 Trained, +2 Misc) Perception +11 (+4 Rank, +4 Wis, +3 Trained, +0 Misc) Ride +1 (+0 Rank, +2 Dex, -1 ACP, +0 Trained, +0 Misc) Sense Motive +11 (+4 Rank, +4 Wis, +3 Trained, +0 Misc) Spellcraft +8 (+4 Rank, +1 Int, +3 Trained, +0 Misc) Stealth +8 (+4 Rank, +2 Dex, -1 ACP, +3 Trained, +0 Misc) Survival +3 (+0 Rank, +3 Wis, +0 Trained, +0 Misc) Swim +7 (+4 Rank, +1 Str, -1 ACP, +3 Trained, +0 Misc) Use Magic Device +0 (+0 Rank, +0 Cha, +0 Trained, +0 Misc) More Skills: (Free rank in Craft Weapon)
Languages: Common, Dwarven
Drowned Phantom:
A drowned channeler has a drowned phantom. A drowned phantom’s ectoplasmic body drips with water and seems to bleed off watery droplets even its incorporeal form. A drowned phantom gains a swim speed of 30 feet in both forms and gains the water subtype in addition to the phantom subtype, meaning that it can use its natural slam attacks underwater without taking the penalty for bludgeoning attacks underwater. The drowned channeler’s etheric tether extends twice as far underwater, but only half as far above water. Additionally, the drowned phantom doesn’t grant any of the usual benefits while confined in the drowned channeler’s consciousness unless the drowned channeler is within 25 feet of an ocean, sea, lake, or other large body of water. Both forms of bonded manifestation grant the drowned phantom’s swim speed of 30 feet to the drowned channeler, and attacks from the ectoplasmic bonded manifestation’s tendrils don’t take the typical penalties for bludgeoning attacks underwater, as if the phantom itself made them. This ability alters phantom, shared consciousness, etheric tether, and bonded manifestation.
Phantom, original:
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 on page 73), manifest it partially (see the bonded manifestation class feature on page 74), 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. Fully manifested phantoms can wear armor and use items (though not wield weapons) appropriate to their forms. Any items worn, carried, or held by a phantom are dropped when the phantom returns to the spiritualist’s consciousness, and must be retrieved and donned anew if the phantom wishes to use them when it fully manifests in the future. 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 on page 74) 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 starting on page 78 for more information.
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. 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. Knacks:
A spiritualist learns a number of knacks, or 0-level psychic spells, as noted on Table 1–10 under Spells Known. These spells are cast like any other spell, but they can be cast any number of times per day. Knacks prepared using another spell slot, because of metamagic feats applied to them, for example, consume spell slots as normal. Drowned Spells:
At 2nd level, a drowned channeler adds control water, fluid formAPG, hydraulic pushAPG, hydraulic torrentAPG, life current*, pressure adaptation*, ride the wavesUM, slipstreamAPG, stabilize pressure*, unlife current*, water breathing, and wave form* to the spiritualist spell list at the same spell level as they appear on the cleric list or sorcerer/wizard list, whichever is lower. Spells marked with an asterisk (*) appear in the Aquatic Spells section of this book (see page 59). The drowned channeler must still select them as spells known as normal. Bonded Manifestation (Su):
At 3rd level, as a swift action, a spiritualist can pull on the consciousness of her phantom and the substance of the Ethereal Plane to partially manifest aspects of both in her own body. When she does, she uses this bonded manifestation to enhance her own abilities while the phantom is still bound to her consciousness. For the spiritualist to use this ability, the phantom must be confined in the spiritualist’s consciousness; it can’t be manifested in any other way. During a bonded manifestation, the phantom can’t be damaged, dismissed, or banished. A spiritualist can use bonded manifestation a number of rounds per day equal to 3 + her spiritualist level. The rounds need not be consecutive. She can dismiss the effects of a bonded manifestation as a free action, but even if she dismisses a bonded manifestation on the same round that she used it, it counts as 1 round of use. When a spiritualist uses this ability, she must choose either ectoplasmic or incorporeal form. When she makes this choice, she gains all of the abilities based on the form she chooses and her spiritualist level. Ectoplasmic Bonded Manifestation: When a spiritualist uses this ability and chooses ectoplasmic form, she gains an ectoplasmic shield that protects her without restricting her movement or actions. She gains a +4 shield bonus to Armor Class; this bonus applies to incorporeal touch attacks. The ectoplasmic shield has no armor check penalty or arcane spell failure chance. At 8th level, the spiritualist also sprouts a pair of ectoplasmic tendrils from her body. Once per round as either a swift or a standard action (spiritualist’s choice), the spiritualist can use one or both tendrils to attack creatures within her melee reach (using the attack bonus and damage dice of her ectoplasmic manifested phantom) or to manipulate objects. She can even use that action to have one tendril make an attack and the other manipulate an object, as long as that object can be manipulated with one hand. At 13th level, the phantom’s ectoplasm clings to the spiritualist like a suit of armor. This grants the spiritualist a +6 armor bonus to AC without imposing an armor check penalty, an arcane spell failure chance, or any reduction in speed. At 18th level, the spiritualist can take a full-round action to attack all creatures within her melee reach with her tendrils (using the attack bonus and damage dice of her ectoplasmic manifested phantom). When she does, she rolls the attack roll twice, takes the better of the two results, and uses that as her attack roll result against all creatures within her melee reach. If the better attack roll threatens a critical hit, the spiritualist chooses one target that she hit to confirm the critical hit against. The other attacks that hit are considered normal hits rather than critical threats. Incorporeal Bonded Manifestation: When a spiritualist uses this ability and chooses incorporeal form, she becomes shrouded in a haze of insubstantial mist, granting her concealment against ranged attacks. At 8th level, the spiritualist can better affect incorporeal creatures with melee attacks; her unarmed strikes and melee weapon attacks are treated as if they had the ghost touch magic weapon special ability. At 13th level, the spiritualist can take a standard action to become invisible (as the invisibility spell) until the start of her next turn. At 18th level, the spiritualist gains the incorporeal subtype and a fly speed of 30 feet (good) while using this form of bonded manifestation.
Spiritual interference:
At 4th level, whenever a spiritualist is within the reach of her ectoplasmic manifested phantom, she gains a +2 shield bonus to her Armor Class and a +2 circumstance bonus on her saving throws. She doesn’t gain these bonuses when the ectoplasmic manifested phantom is grappled, helpless, or unconscious. A spiritualist within 30 feet of her incorporeally manifested phantom receives a +2 circumstance bonus on saving throws against mind-affecting effects. This bonus is a supernatural ability and does not apply if the phantom is unconscious. Favored Class Bonus: +4 Skill points
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Background:
Hometown: Highhelm Father: Telvas DeepIron
Valdern was looking at the funeral procession. Even though this was a sober moment, he couldn’t help but feel a bit of pride when he saw the blade that the deceased was holding. That blade is my best work yet. He remembers forging the blade, working all the intricate detail on the blade and handle. Of course, since he was still just an apprentice and that the family didn’t much money, the blade was only made out of iron. My craft isn’t well known enough for me to work with mithral, or even adamantite. This might not pay much in coins, but my reputation is growing. Even father was proud when he saw it. After the ceremonies, the family went to the great hall to celebrate the one that just passed. Valdern didn’t follow, it wouldn’t have been proper for him to do so. Instead, he headed back to his room at the back of the Temple of Magrim. There he rested until the next day where he will begin work on a new weapon. Waking up refreshed, Valdern headed for the forge after breaking is fast. Valdern was greeted by a big burly dwarf. ”There you are Valdern. I heard about how the family was happy with your work. Keep it up and you won’t be an apprentice for much longer.” Master BrightShield was a giant for a dwarf, but one of the best teachers he could have hoped for after his own father. ”Thank you Master, it’s too bad that our work ended up sealed in a crypt, but I understand the importance of our work.” The big Dwarf slapped his hand on Valdern’ shoulder. ”Good, I’m glad to hear it.” Taking out a piece of parchment, he gave it to Valdern. ”Here’s your next assignment. I know it’s not the most satisfying weapon for a smith to work on, but at least you’ll be working with steel.” Intrigue, Valdern looked at the order. ”A long spear? Not much metal to work with, but still, if that’s what they want.” The towering Dwarf laughed. ”I knew I could count on you for that; the others would have moaned and grumble about it. Well, I’ll let you go to work, I got other, less reliable student to supervise.” With his Master gone, Valdern started getting his plan together on a parchment, calculating the amount of steel needed. Later in the day, while working in the forge, Valdern felt like he was trapped under something heavy. The weight was crushing him, and even more impossible, he felt cold like never before. Then, just as it came, the feeling was gone. Unsure of what to do about it, Valdern kept it to himself and continued working. The next few days, he kept having problems with his work. He was often impatient, even angry. His tools weren’t where he left them, made some beginner mistakes. What’s going on, why am I feeling this way. Finally, the spear was ready. He set it up in a stand and headed back to his room. Maybe I just need some rest. While sleeping, he kept having nightmare of falling in a vast stretch of water. In the dream, he couldn’t find where the surface of water was and he knew he was about to drown. Anger rose up in him, he wanted to live, and he wanted to scream. That’s when he woke up. His room, instead of being pitch black, was dosed in a pale green light. The sound of water dripping on the floor could be heard. And that’s when Valdern saw it? Him? Above his bed was floating another dwarf, all green. Its face twisted with anger, the ”ghost” Dwarf was just floating there. Temptatively, Valdern extended his arm to touch the other Dwarf. In an instant, he felt a wave of anger passing over him. He saw a flashback of memories, of the dead Dwarf traveling on a ship on the ocean, of setting up a settlement, of beginning anew. Then everything went black and all that Valdern could feel was the cold, a cold so deep that it reached all the way to his bones. Valdern didn’t know why or how, but he needed to go. To go now! He grabbed a few personal possessions, an old armor and the longspear that he just finish and left in the middle of the night. Pushed by an inexplicable feeling, Valdern ended up in Almas in Andoran. There he signed up on an expedition to Talmandor’s Bounty aboard a ship called the Peregine. With the last few weeks being but a blur, Valdern looked once again at his copy of the application to join this expedition. He had a bad feeling of what was to come, but then the voice in his head kept saying over and over. ”Don’t worry, we won’t fail this time!” Appearance&Personality:
Eyes: Grey Hair: Blond Height:4'6" Weight: 187 lbs Appearance Well kept, Valdern is very meticulous about his appearance. His beard is always well brushed and braided. Not terribly strong, he is still able to beat the metal to take the shape he wants it to take. Looking at his hand, one can clearly see that he has spent a long period of his life doing physical labor. Personality Valdern isn't your typical Dwarf. Then again, being raised in the service of a Temple dedicated to helping people pass on to the next stage in life, one tend to be different. He is rather calm and prefer to create then destroy, which is a weird combination when one see his new travelling companion. Spiritualist’s Ressources:
Spells : Level 1 (3/3) | |