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.