Kazim

Ashlyn Orellis's page

564 posts. Alias of Jessica Catalan (Organized Play Line Developer).


Full Name

Ashlyn Orellis

Race

|HP: 44/44 | AC 17 (T:13 FF:15) (+2 AC if w/in reach of Elizar) | CMB: +6 CMD: 18 | F:+7 R:+4 W:+9 (+2 Saves if w/in reach of Elizar) | Init +2 | Perc +7, SM +6, Social +0, Intimidate +3*

Classes/Levels

| Speed 30 ft. | Spells: 2nd: 2/4, 1st: 4/5 | Bonded Manifestation: 6/6, Goodberries: 0/0, Phantom Recall: 1/1 | CLW: 1/1, Hydraulic Push: 0/1, Sanctuary: 1/1 | Active Conditions: Spiritual Weapon

Size

Medium

Age

24

Special Abilities

Phantom: Elizar

Alignment

NG

Languages

Common, Aquan, Auran, Azlanti, Cyclops, Ignan, Terran

Occupation

Pearl Diver, Colonist

Strength 15
Dexterity 14
Constitution 14
Intelligence 10
Wisdom 18
Charisma 10

About Ashlyn Orellis

Statistics:

Ashlyn Orellis
Female Human Spiritualist (drowned channeler) 6
NG Medium Humanoid (human)
Init +2; Senses Perception +7

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DEFENSE
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AC 17, touch 13, flat-footed 15 (+4 armour, +1 deflection, +2 Dex)
...Ectoplasmic Elizar w/in Reach: +2 shield AC
hp 44 (6d8+12)
Fort +7, Ref +4, Will +9
...Ectoplasmic Elizar w/in Reach: +2 saving throws
...Incorporeal Elizar w/in 30 ft.: +2 Will vs. mind-affecting effects
...Shared Consciousness: +4 vs. mind effects and 1/day shunt a failed mind effect onto Elizar

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OFFENSE
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Speed 30 ft.
Melee unarmed strike +6 (1d3+2)
…dagger +6 (1d4+2/19-20)
Ranged telekinetic projectile +7 (1d6 bludgeoning)
...spiritual weapon +8 (1d8+1 force)
…acid +6 ranged touch (1d6 acid) (1 splash)

Spells Known (CL 6th, Concentration +10)
2nd—4/day—boneshaker, cure moderate wounds, slipstream, spiritual weapon (+(BAB+WIS), 1d8+1/3CL)
1st—5/day—chill touch, cure light wounds, feather fall, hydraulic push
0—At Will—detect magic, light, mage hand, mending, stabilize, telekinetic projectile

Spell-like Abilities (CL 6th, Concentration +10)
1/day—hydraulic push

Spell-like Abilities (CL 3rd, Concentration +7; From Ring)
1/day—cure light wounds, sanctuary

Goodberry Maximum 8 eaten in 24 hours. Ashlyn: 0/8, Aurelian: 0/8, Elizar: 0/8, Jenner: 0/8, Sarine: 0/8, Teddy: 0/8

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STATISTICS
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Str 15, Dex 14, Con 14, Int 10, Wis 18, Cha 10
Base Atk +4; CMB +6; CMD 18
Traits Athletic, Unintentional Linguist
Feats Aquatic Combatant, Aquatic Spell, Athletic, Improved Unarmed Strike
Skills Acrobatics +8 (6R), Climb +10 (6R), Knowledge (arcana) +5 (2R), Knowledge (history) +9 (6R), Knowledge (nature) +6 (1R), Knowledge (religion) +6 (1R), Linguistics +9 (5R), Perception +7 (3R), Profession (pearl diver) +9 (3R), Spellcraft +5 (2R), Sense Motive +6 (0R), Survival +10 (6R), Swim +16 (6R), Use Magic Device +5 (2R)
(8 points; 4 class, 2 background, 0 INT, 1 race, 1 favoured class)
Abilities Bonded manifestation, drowned powers etheric tether, knacks, phantom (drowned phantom), phantom recall (1/day), shared consciousness, spiritual interference
Languages Common, Aquan, Auran, Azlanti, Ignan, Terran

Special Abilities:

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SPECIAL ABILITIES
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Aquatic Combatant (feat): You gain a +2 bonus on Swim checks and don’t take the usual penalties on melee attack rolls made underwater. Your slashing melee attacks and unarmed bludgeoning attacks deal full damage underwater.

Aquatic Spell (feat): An aquatic spell functions normally underwater and requires no caster level check to cast, even if it has the fire descriptor. In addition, the spell can be cast from the surface into water and still be effective. An aquatic spell uses up a spell slot 1 level higher than the spell’s actual level. (Reminder: casting a metamgaic feat increases casting time)

Athletic (trait): You have always had a knack for physical activity. You either grew up in a rural area and had an active childhood where you were always climbing trees, swimming in lakes and rivers, and clambering up rocky hillsides, or you competed in and excelled at contests or sports while growing up in a larger settlement. Due to this background, little can slow you down or inhibit your movements. When the Bountiful Venture Company interviewed you, they noticed your stature and physicality, and they chose you for the colonial expedition knowing that a strong back is always helpful in a growing colony.
You reduce your armor check penalty by a number equal to one-third your character level (minimum 1) for purposes of Acrobatics, Climb, and Swim checks, and you gain a +1 trait bonus to one of these three skills, chosen when you take this trait (swim).

Bonded Manifestation: (Su): Swift, 6 rounds/day
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. No matter her level she also gains a 30 ft. swim speed. Her etheric tendrils don’t take the typical penalties for bludgeoning attacks underwater.
- 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. No matter her level she also gains a 30 ft. swim speed.

Deliver Touch Spells (Su): 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.

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 in 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.

Drowned Powers (Sp): At 5th level, a drowned channeler can use hydraulic push as a spell-like ability once per day, with an additional use each day at 9th level and every 4 levels thereafter. At 7th level, she can use slipstream once per day as a spell-like ability, with an additional use each day at 11th level and every 4 levels thereafter. At 9th level, she can use ride the waves once per day as a spell-like ability. Finally, at 16th level, she can use fluid form once per day as a spell-like ability.

Drowned Spells: A drowned channeler adds control water (4th), fluid form (6th), hydraulic push (1st), hydraulic torrent (3rd), life current (3rd), pressure adaptation (3rd), ride the waves, slipstream (2nd), stabilize pressure (2nd), unlife current (3rd), water breathing (3rd), and wave form (4th) to the spiritualist spell list at the same spell level as they appear on the cleric list or sorcerer/wizard list, whichever is lower. The drowned channeler must still select them as spells known as normal. This ability replaces bonded senses.

Etheric Tether (Su): 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 25 feet of one another (or 100 feet while underwater) 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 between 25-50 feet away from her (100-200 feet if underwater), 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 50 feet away from its spiritualist (200 feet if underwater), or the incorporeal phantom is ever 25 feet away from the spiritualist (100 feet if underwater) 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.

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 spiritualist can harbor her phantom in her consciousness (shared consciousness), manifest it partially (bonded manifestation), 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 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.

Phantom Recall (Su): At 6th level, as either a swift or an immediate action, a spiritualist can call her manifested phantom to her side or back into her consciousness. This ability functions as dimension door, using the spiritualist’s class level as the caster level. When the spiritualist calls the phantom in this way, the phantom appears adjacent to the spiritualist (or as close as possible, if all adjacent spaces are occupied).
...When the spiritualist uses this ability to call the phantom back to her consciousness, she can activate bonded manifestation as part of that action, but doing so costs 1 extra round of bonded manifestation.
...The spiritualist can use this ability once per day at 6th level, plus one additional time per day for every 4 spiritualist levels she possesses beyond 6th.

Shared Consciousness (Su): While a phantom is confined in a spiritualist’s consciousness and she is within 25 feet of an ocean, sea, lake, or other large body of water, it grants the spiritualist Skill Focus (intimidate, stealth). It also grants a +4 bonus on saving throws against all mind-affecting effects; at 12th level, this bonus increases to +8. 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.

Spiritual Interference (Ex or Su): 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.

Unintentional Linguist (trait): You can speak with outsiders. You gain a +1 trait bonus on all Linguistics checks, and you begin play knowing one of the following languages (in addition to those granted by your race and Intelligence modifier): Abyssal, Aquan, Celestial, Ignan, Infernal, Protean, or Terran. (Aquan)

Gear/Possessions:

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GEAR/POSSESSIONS
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Combat Gear dagger, acid (3), alchemist's fire (2), thunderstone, potion of cure light wounds (2), wand of goodberry (49 46 charges), wand of mage armour (16 14 charges)
Possessions mithral shirt, backpack, bedroll, everburning torch, explorer’s outfit, grooming kit, meridian belt, mess kit, ring of protection +1, a good man's rest, signal whistle, trail rations (2), waterskin
Carrying Capacity
Light 0-58 lb. Medium 59-116 lb. Heavy 117-175 lb.
Current Load Carried 29 lbs.
Money 31 GP 6 SP 10 CP

A Good Man's Rest: - This ring is translucent and nearly invisible when worn on the hand. It is always warm, as though it has just been removed from a hand, even after being left alone or unworn for hours or days. The ring grants access to some of Silas Weatherbee's memories, providing a +2 competence bonus to Knowledge Nature, Knowledge Religion and Sense Motive, and allows these skills to be rolled untrained. In addition the ring strengthens the connection between mind and spirit and provides +1 HP for any phantom, eidolon or other conjured companion created or bound to the wearer.
...Can cast sanctuary and CLW 1/day, CL 5

Items on Order:
Handy Haversack
Traveller's Any-tool
Wand of Cure Light Wounds

Background:

Ashlyn Orellis was born to an odd family. As long as any of them can remember they have been haunted by a ghost. The spirit of a poor, drowned man bonds with one member of their family and, upon their death, bonds with a different one. He bonded with Ashlyn when she was only four years old and previously had been bonded with her grandmother (Elizabeth). No one knows who the poor spirit is, why he haunts them, or what strange language she speaks, but it is presumed he died at sea. The poor sould desperately desires to return home, but cannot recall where it is, and so far no one in their family has ever figured it out.

Ashlyn and her family (parents: Marcus and Evangeline; elder brothers: Alamon and Ezekiel) live in Souston, a small coastal village up the coast from Almas. Most of her family are fishermen, but Ashlyn—like her grandmother before her—has always felt more at home in the water than on it, so she works as a pearl diver. Her best friend is Elizar, her poor drowned spirit friend, and she is always out exploring the region to try to help him find his home (where he constantly asks her to bring him). She hasn’t found it yet, but she hopes one day she will. One day, while selling her pearls in Almas she caught sight of a ship, the Peregrine, leaving port, which caused Elizar to wail and grasp after the boat desperately. Ashlyn took it as a sign and has worked constantly to get accepted on the Peregrine’s next voyage, to the distant colony of Talmandor’s Bounty. After being lucky enough to be selected for the next wave of colonists, Ashlyn bid her family goodbye and set off across the ocean.

Appearance and Personality:

Ashlyn is a friendly young woman in her mid-twenties. She’s very fit and healthy, and loves to swim. Her hair is straight and black, which she wears very short to keep it out of her way. She’s used to being with Elizar at all times, and often talks aloud to him (even when he’s inside her head), which tends to make most people keep their distance. She doesn’t think this is odd or offensive.

Despite that Elizar can’t remember his past life or history, Ashlyn always seems to know things about the past she hasn’t otherwise learned, including the gibberish language Elizar speaks.