Ailson Kindler

Chrysalis Black's page

72 posts. Organized Play character for rpblue.


Race

Resources:
Spells: 3/3

Classes/Levels

Active Buffs:
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Gender

HP: 17/17 | AC 15 | T 10 | FF 15 | Fort +5 | Ref +0 | Will +2 | CMD 13 | Init. +0 | Craft (Dolls) +6 | Intimidate +10 | Kn. (Arc.) +6 | Sense Motive +4 | Spellcraft +6 | UMD +10

About Chrysalis Black

Chrysalis Black
PFS # 73433-23
Male(?) Fractured Mind Spiritualist 2
N Medium Humanoid (Human)
Initiative +0;

Defense::

AC 15, touch 10, flat-footed 15 (+5 armor)
HP 17 (2d8+4)
Fort +5 [3], Ref +0 [0], Will +2 [3]
Defensive Abilities

Offense::

Speed 30 ft.
Melee +1 Scythe +5 (2d4+3 | x4)
Ranged Light Crossbow +0 (1d8 | 19-20)

Spells:

Caster Level - 1
0th (5 known): Detect Magic; Detect Psychic Significance; Guidance; Telekinetic Projectile; Light
1st (3 known; 2+1/day): Cause Fear; Shield; Touch of Gracelessness

[spoiler=Statistics:]
Str 14, Dex 10, Con 14, Int 12, Wis 8, Cha 18
Base Attack +1; CMB +3; CMD 13
Feats: Weapon Focus(Scythe); Spell Focus (Necromancy)
Skills (12 Ranks)
Craft (Dolls) +6; Intimidate +10; Kn. (Arc.) +6; Sense Motive +4; Spellcraft +6; UMD +10
Languages Common, Jistka, Thassilonian
Traits Omen - You are the harbinger of some future event. Whether this event bodes good or ill, you exude an ominous presence. You gain a +1 trait bonus on Intimidate checks, and Intimidate is always a class skill for you. Once per day, you may attempt to demoralize an opponent as a swift action; Arcane Archivist - You have spent years handling magic items and know how to test their functions while avoiding catastrophic results. You gain a +1 trait bonus on Use Magic Device checks, and this skill becomes a class skill for you.
Racial Traits Bonus Feat; Skilled
SQ Etheric Tether, Shared Consciousness; Bonded Senses
Combat Gear +1 Scythe, +1 Chain Shirt, Light Crossbow, Bolts (x20)
Phantom Gear Cruel Amulet of Mighty Fists
Other Gear Backpack, Bedroll, Medium Tent, Trail Rations (x10), Heavy Blanket, Hempen Rope 50 ft., Acid Flask
Gold Remaining 0 GP

Special Abilities::

Weapon and Armor Proficiency
A spiritualist is proficient with all simple weapons, kukris, saps, and scythes, as well as with light armor.

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.

Bonded Senses (Su)
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.

Despair Phantom - Chrysalis Black the Son:

N Medium outsider
Senses darkvision; Perception +4

DEFENSE
AC 16, touch 12, flat-footed 14 (+2 armor, +2 Dex, +2 natural (or Dodge))
hp 13 (2d8+2+2[FCB])
Fort 4 (3+1), Ref 2 (0+2), Will 3 (3+0)
Defensive Abilities (2) link; share spells;

OFFENSE
Speed 30 ft.
Melee slam (x2) +4 (1d6+1)
Space 5 ft.; Reach 5 ft

STATISTICS
Str 12, Dex 15, Con 13, Int 7, Wis 10, Cha 14
Base Atk +2; CMB +3; CMD 15
Feats (1) Weapon Finesse
Skills (4+4) Intimidate (2) +6; Perception (2) +5; Sense Motive (2) +5; Stealth (2) +7

ABILITIES
Darkvision (Ex)
The phantom has darkvision out to a range of 60 feet.

Link (Su)
A spiritualist and her phantom share a mental link that allows for communication across distances (as long as they are on the same plane). This communication is a free action that can be performed even when it isn't the spiritualist's turn, but the spiritualist and the phantom must both be conscious to communicate in this way. This allows the spiritualist to give orders to her phantom at any time. Magic items interfere with a spiritualist's connection to her phantom; as a result, the spiritualist and her phantom share magic item slots.
For example, if the spiritualist is wearing a magic ring, her phantom can wear only one magic ring. In the case of a conflict, the items worn by the spiritualist remain active, and those worn by the phantom become dormant.
The phantom must possess the appropriate appendages to utilize a magic item.

Share Spells (Su)
The spiritualist can cast a spell with a target of “you” on her phantom (as a spell with a range of touch) instead of on herself. A spiritualist can cast spells from the spiritualist spell list on her phantom even if the spells normally do not affect creatures of the phantom's type (outsider). This ability does not allow the phantom to share abilities that aren't spells, even if they function like spells.

Skills: The phantom gains a number of ranks in Intimidate and Stealth 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 Will.

Power from Despair: The phantom gains a +2 bonus on attack and damage rolls against creatures that are shaken, frightened, panicked, cowering, or subject to effects such as aura of despair or crushing despair.

Miserable Strike (Su)
If the phantom hits a creature with a slam attack, that creature must succeed at a Will Saving Throw (DC = 10 + 1/2 the phantom's Hit Dice + the phantom's Charisma modifier) or take a –2 penalty on attack and damage rolls for 1 round. This is a mind-affecting fear and emotion effect. Penalties from multiple hits don't stack with themselves.

Cruel Amulet of Mighty Fists
When the wielder strikes a creature that is frightened, shaken, or panicked with a cruel weapon, that creature becomes sickened for 1 round. When the wielder uses the weapon to knock unconscious or kill a creature, he gains 5 temporary hit points that last for 10 minutes.