Eando Kline

Dante Drakenwolfe's page

15 posts. Alias of havoc xiii.


Classes/Levels

Phantom Blade (HP 33/33 AC 18, T 13, Flat 15 F+5R+4 W+5 Init +8 Per +8

About Dante Drakenwolfe

Human spiritualist (phantom blade) 3 (Pathfinder Player Companion: Psychic Anthology 4, Pathfinder RPG Occult Adventures 72)
CG Medium humanoid (human)
Hero Points 1
Init +8; Senses darkvision 10 ft., low-light vision; Perception +8
--------------------
Defense
--------------------
AC 18, touch 13, flat-footed 15 (+4 armor, +3 Dex, +1 shield)
hp 33 (3d8+9)
Fort +5, Ref +4, Will +5
--------------------
Offense
--------------------
Speed 30 ft.
Melee hymir +6 (1d4+2/18-20)
Ranged shortbow +5 (1d6/×3)
Special Attacks spell combat, spellstrike
Spiritualist (Phantom Blade) Spells Known (CL 3rd; concentration +6)
1st (4/day)—burst of adrenaline[OA], chill touch (DC 14), cure light wounds, inflict light wounds (DC 14)
0 (at will)—detect magic, mage hand, open/close (DC 12), read magic, stabilize, virtue
--------------------
Statistics
--------------------
Str 12, Dex 16, Con 14, Int 13, Wis 15, Cha 8
Base Atk +2; CMB +5; CMD 16
Feats Agile Maneuvers, Blind-fight, Combat Casting, Combat Expertise, Deadly Aim, Improved Initiative, Power Attack, Spell Focus (necromancy)
Traits arcane temper, killer
Skills Acrobatics +4, Bluff +5, Disguise -2, Fly +7, Heal +6, Knowledge (planes) +5, Perception +8, Sense Motive +8, Spellcraft +7, Stealth +4
Languages Common, Draconic
SQ draconic heritage, finesse weapon attack attribute, hero points, phantom blade: alertness, phantom blade: phantom touch, phantom blade: quick manifest, phantom blade: telepathy, phantom blade: weapon of the mind, rules changes, spirit of war
Combat Gear wand of cure light wounds; Other Gear +1 studded leather, mwk buckler, arrows (20), shortbow, campfire bead[APG], backpack, bedroll, belt pouch, flint and steel, hemp rope (50 ft.), manacles, mess kit[UE], pot, torch (10), trail rations (5), waterskin, wire saw[UE], 117 gp
--------------------
Special Abilities
--------------------
Agile Maneuvers Use DEX instead of STR for CMB
Blind-Fight Re-roll misses because of concealment, other benefits.
Combat Casting +4 to Concentration checks to cast while on the defensive.
Combat Expertise +/-1 Bonus to AC in exchange for an equal penalty to attack.
Darkvision (10 feet) You can see in the dark (black and white only).
Deadly Aim -1/+2 Trade a penalty to ranged attacks for a bonus to ranged damage.
Draconic Heritage (Ex) Ignore Cha pre-reqs of Eldritch heritage chain of feats.
Finesse Weapon Attack Attribute The “light weapons” category has been renamed to “finesse weapons.” Characters can choose to use either their dexterity bonus or their strength bonus to hit with these weapons, no feat required. “Finesse” is also now a weapon attribute li
Hero Points Hero Points can be spent at any time to grant a variety of bonuses.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Phantom Blade: Alertness (Ex) Gain Alertness when wielding or harboring phantom weapon.
Phantom Blade: Phantom Touch (Ex) Constant ghost touch. Instead of breaking, weapon harbored in consciousness for 1 day.
Phantom Blade: Quick Manifest (Ex) Manifest phantom blade from consciousness as a swift action.
Phantom Blade: Telepathy (Su) The spiritualist can telepathically communicate with his phantom blade if it is worn or held.
Phantom Blade: Weapon of the Mind (Ex) 1 min store weapon in mind and gain unarmed strike enhance, full-rd to re-manifest blade.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Spell Combat (Ex) Use a weapon with one hand at -2 and cast a spell with the other.
Spell Focus (Necromancy) Spells from one school of magic have +1 to their save DC.
Spellstrike (Su) Deliver touch spells as part of a melee attack.
Spirit of War (Ex) Gain several bonus feats, as though BAB were higher and full fighter levels.