About Augustus LebenAugustus
Special Abilities:
Spellcasting: A spiritualist casts psychic spells drawn from the spiritualist spell list. She can cast any spell she knows without preparing it ahead of time, assuming she has not yet used up her allotment of spells per day for the spell’s level. To learn or cast a spell, a spiritualist must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a spiritualist’s spell equals 10 + the spell level + the spiritualist’s Wisdom modifier. A spiritualist can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: Spiritualist. In addition, she receives bonus spells per day if she has a high Wisdom score. A spiritualist’s selection of spells is limited. A spiritualist begins play knowing four 0-level spells and two 1st-level spells of the spiritualist’s choice. At each new spiritualist level, she learns one or more new spells as indicated on Table: Spiritualist Spells Known. Unlike her number of spells per day, the number of spells a spiritualist knows does not affect her Wisdom score. The numbers on Table: Spiritualist Spells Known are fixed. Upon reaching 5th level, and at every third spiritualist level thereafter (8th, 11th, and so on), a spiritualist can learn a single new spell in place of one she already knows. In effect, the spiritualist loses the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least 1 level lower than the highest-level spiritualist spell she can cast. A spiritualist can swap out only a single spell at any given level and must choose whether or not to swap the spell at the same time that she gains new spells known for the level. Phantom Sǐrén 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. Fully manifested phantoms can use magic 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) 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. Etheric Tether: 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. Echos of Expertise: A seeker of enlightenment gains a bonus equal to her spiritualist level on checks attempted with the two skills determined by her phantom’s emotional focus. When the phantom is confined to the seeker of enlightenment’s consciousness, it grants a +2 bonus on saving throws against mind-affecting effects; at 12th level, this bonus increases to +4. Once per day as a free action, the seeker of enlightenment can attempt a check with any Knowledge skill, including one in which she is not trained, and add her spiritualist level as a bonus on the check. This replaces shared consciousness. Bonded Senses: At 2nd level, as a standard action, a spiritualist can share the senses of her manifested phantom, hearing, seeing, smelling, tasting, and feeling everything her phantom does. She can use this ability a number of rounds per day equal to her spiritualist level, but those rounds do not need to be consecutive. There is no maximum range for this effect, but the phantom and the spiritualist must be on the same plane. The spiritualist can end this effect as a free action. -------------------- Backstory:
Augustus was born the second son of a small family in the East Kingdom of Trintz. his family were faithfuls of Erin. Augustus' father was always distant and his mother constantly defensive of any issues anyone pointed out. So he bonded more with his brother Friedrich. He was 9 years Friedrich's junior but having both experienced the issues inherent in their parents Friedrich still functioned as a confidant and a friend. When Augustus was seven Friedrich was drafted to the footsoldiers of East kingdom for a term of four years. on Augustus's tenth birthday he received a harrowing gift, a note addressed from Friedrich wishing him a Happy birthday and apologizing that he couldn't be there with a further note at the bottom from Friedrich's commander saying that he was missing. two weeks later they heard word again that Friedrich was missing for a duration that he was to be presumed dead, attached was a line of credit for the money Friedrich would have earned over the next year. Augustus was heartbroken and saw his parents' morning method sorely lacking. He grew more distant over the next year before running away towards what he saw as neutral ground in between the West and the East. Unfortunately, he happened into an area of open conflict. trying to skirt the conflict he kept to the outside confidant that beyond this would be a world relative safety. In another stroke of unluck, an arrow found its way into the same path as Augustus was moving which he noticed just before it made impact. But not with him, with a shadowy tall and gaunt form that materialized seeming out of nothing then turned to him and in a harsh whisper growled Run, I'll cover your retreat. as it waded deeper into the conflict charging at the army of the East. He took the creature's advice and ran making past the area of conflict and into the wilderness. He looked for signs of civilization for hours until he came across a road and found an animal cart moving to the west, he stopped it and an old man came out to greet him he asked in a shakey but friendly tone "Good evening, what are you doing out here?" Augustus replied with a slight lie saying "I lost my family in a conflict on the border. Now I'm fleeing from another conflict." The old man moved by the loss that Augustus had experience invited him into his cart and offered hospitality at him home and stables. The old man had lost his own son to the conflict, He had been killed when the Army of the West encroached on their grazing land and his son came to defend the land and was killed. As he grew closer to the old man Augustus began hearing voices claiming to be his past lives who had all been caught in this war for generations. He came to learn of the damage this war was doing to both empires and the world around them. The voices convinced him that he was set to end this war and they were there to help him. The black figure that guarded his escape from the battleground was their current representative only one of them at a time could manifest fully but others could channel magic through him. He kept this quite as he worried his guardian would think him crazy and throw him out. Over the next 10 years Augustus grew closer to his new guardian and friend, he was named Jonas. He taught Augustus to tend to the crop and animals though Augustus had none of the natural talents of Jonas. As he learned this trade he grew more distant from the people around him. He rarely went into Burrowdar the town Jonas was from and sold to. He only interacted with the people when they came to utilize his skills as a farrier something he was much better at then tending to the animals. When Augustus was 21 His adopted father decided he needed to move closer into the town to get the care that he needed. Augustus came into the town daily when his father was there however 3 years after he moved in he passed away of pox. Augustus was left all alone save for his predecessors to tend to the stables, the farm and, work as a farrier. He worked like that with the spirits for the better part of two more decades cultivating a bit of a reputation as the town madman. but at 36 with the war having battered into the doorstep of his new home Augustus finally is letting his predecessors take the wheel and fighting back. |