Captain Fergus the Furious*WIP*'s page

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About Captain Fergus the Furious*WIP*

Hatred phantom

Mythmaker (Champion): The phantom gains Weapon Focus (slam) as a bonus feat. At 12th level, it gains Greater Weapon Focus (slam) and Weapon Specialization (slam) as bonus feats.

Baseline Level 2 phantom statistics block:

WIP

Starting baseline (level 1) phantom statistics block:

Type Outsider (phantom); Size As spiritualist or one size category smaller (or one size category larger, if the spiritualist is Small or smaller); Speed 30 ft.; AC +2 dodge (in incorporeal form) or +2 natural armor (in ectoplasmic form); Attack 2 slams (1d6 or 1d4 if size Small); Ability Scores Str 12, Dex 14, Con 13, Int 7, Wis 10, Cha 13.

Baseline (level 2) adjustments:

Hit dice increase by 1
BAB increases by +1
Good saves increase by +1
Skill ranks from emotional focus each increase by +1 ranks
Gains 2 skill ranks to spend on other skills
Armor Bonus increases by +2
Dex increases by +1
Cha increases by +1

The baseline phantom is modified in the following ways for ???:

The additional class skill ??? has is ???.

Her 4 skill ranks ??? has for being a 2nd level phantom are for:

1 rank in ???
1 rank in ???
1 rank in ???
1 rank in ???

The ??? emotional focus gives ??? maximum ranks in ??? & ???, and ??? good saves are ??? and ???.

??? has the normal phantom special abilities of: Darkvision, Link & Share Spells.

As a 2nd level ??? phantom, ??? gains the following:

Skills: The phantom gains a number of ranks in Acrobatics and Perception 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 Reflex.

Weapon Finesse: The phantom gains Weapon Finesse as a bonus feat.

Hated Target (Su): The phantom can take a move action to designate one creature within its line of sight as a hated target. The phantom gains a +2 bonus on attack rolls against its hated target, and a bonus on damage rolls equal to 1/2 the phantom’s Hit Dice (minimum 1). The phantom is so focused on this hated target that it takes a –2 penalty on attack rolls against all other creatures. The phantom can maintain these bonuses against only one target at a time, and these bonuses remain in effect until either the hated opponent is dead or it has been out of the phantom’s line of sight for at least 1 minute. When the spiritualist reaches 7th level, the phantom can use this ability as a swift action, and takes no penalty when attacking creatures that are not designated as its hated enemy. The phantom must be manifested in ectoplasmic form to use this ability (unless the spiritualist is 17th level or higher; see Shared Hatred below).

As a (mythmaker) ??? phantom, ??? gains the following:

Champion: The phantom gains Weapon Focus (slam) as a bonus feat. At 12th level, it gains Greater Weapon Focus (slam) and Weapon Specialization (slam) as bonus feats.

??'s Lv 2 summary:

CG ?? (??) outsider (phantom)
Init +??, Senses Darkvision 60', Perception +??

DEFENSE

Ectoplasmic form AC ??, touch ??, flat-footed ?? (+?? Dex, +?? natural, +1 size)
Ectoplasmic form AC ??, touch ??, flat-footed ?? (+?? Dex. +?? Deflection, +1 Size)
hp ?? (2d10+??)
Fort +??, Ref++??, Will +??
Ectoplasmic DR 5/slashing

OFFENSE

Speed
Melee 2 slams +?? (??)
Spell-like Abilities

STATISTICS

Str ??, Dex ??, Con ??, Int ??, Wis ??, Cha ??
Base Atk +??; CMB +??, CMD ??
Feats
Skills

Languages Celestial, Iblydosian, Giant, Gnome, Sylvan, Taldane
SQ

Lv 1: Str 12, Dex 14, Con 13, Int 7, Wis 10, Cha 13
Lv 2: Str 12, Dex 15, Con 13, Int 7, Wis 10, Cha 14
Lv 5: Str 12, Dex 16, Con 13, Int 7, Wis 10, Cha 15
Lv 8: Str 12, Dex 17, Con 13, Int 7, Wis 10, Cha 16
Lv 10: Str 12, Dex 18, Con 13, Int 7, Wis 10, Cha 17
Lv 12: Str 12, Dex 19, Con 13, Int 7, Wis 10, Cha 18
Lv 15: Str 12, Dex 20, Con 13, Int 7, Wis 10, Cha 19
Lv 17: Str 12, Dex 21, Con 13, Int 7, Wis 10, Cha 20
Lv 20: Str 12, Dex 22, Con 13, Int 7, Wis 10, Cha 21

2nd, 5th, 8th, 10th, 12th, 15th, 17th and 20th

Feat Level Plan:
Lv 1 (1 HD):
Lv 3 (3 HD):
Lv 6 (5 HD):
Lv 9 (7 HD):
Lv 11 (9 HD):
Lv 14 (11 HD):
Lv 17 (13 HD):
Lv 19 (15 HD):

Captain Fergus the Furious' stats when he was alive:

Mythic Path: Champion (tier 8)
Class Levels:
Str
Dex
Con
Int
Wis

Mythic Path abilities:

(tidal hunter) ranger abilities:

?? class abilities:

Captain Fergus the Furious' phantom stats and abilities:

Champion of Hatred phantom

Irohmentinghams's phantom combat summary:

medium champion of hatred phantom

Priest of the Fallen's phantoms' abilities:

Priest of the Fallen spiritualist archetype

Mythmaker (Su): A priest of the fallen can channel many different hero-god phantoms, though only one at a time. These spirits will not suffer being confined in a mortal’s consciousness and must be manifested in ectoplasmic or incorporeal form or they return to the Ethereal Plane. They each have an emotional focus depending on their personality and retain some of their hero-god powers, determined by their mythic archetype. A priest of the fallen can channel a hero-god phantom with a ritual that takes 1 minute to perform. A priest of the fallen can channel only one herogod phantom per 24 hours, but once channeled, a hero-god phantom remains until a new one is channeled.

Archmage: The phantom gains magic missile and sleep as spell-like abilities. It can use each spell-like ability a number of times per day equal to its Hit Dice, which it uses in place of a caster level. At 12th level, it can also cast fireball and hold person each once per day.

Champion: The phantom gains Weapon Focus (slam) as a bonus feat. At 12th level, it gains Greater Weapon Focus (slam) and Weapon Specialization (slam) as bonus feats.

Guardian: The phantom gains a +2 natural armor bonus when it manifests in its ectoplasmic form, and a +2 deflection bonus to AC when it manifests in its incorporeal form. At 12th level, the phantom increases its maximum hit points by twice its number of Hit Dice.

Hierophant: The phantom gains bane and bless as spell-like abilities. It can use each spell-like ability a number of times per day equal to its Hit Dice, which it uses in place of a caster level. At 12th level, it can also cast prayer and searing light each once per day.

Marshal: The phantom can fill its allies with its triumphant spirit as a standard action, granting them a +1 morale bonus on saving throws against charm and fear effects and a +1 competence bonus on attack and weapon damage rolls for a number of rounds per day equal to 2 + its Charisma modifier. These rounds need not be consecutive. At 12th level, if the phantom is hit by an attack of opportunity, it can use an immediate action to allow an ally to make an attack of opportunity against the creature that attacked the phantom if it’s within the ally’s melee reach.

Trickster: The phantom gains the sneak attack rogue class feature as a rogue of a level equal to the phantom’s Hit Dice. It can use the sneak attack ability a number of times per day equal to its Dexterity modifier (minimum 1). At 12th level, whenever the phantom is in darkness or dim light, it can move at full speed without taking a penalty on Stealth checks.

This alters phantom and replaces shared consciousness.