Son of the Spirit Mother

Dauswil The Drunkard's page

15 posts. Alias of Agent Eclipse.


| HP: 11/11 | AC: 14(15) T: 12(13) FF: 12(11) | CMB: 2, CMD: 14 | F: 3 R: 2 W: 2 | Init: 2 | Speed 30ft. | Active conditions: DR 5/Slashing | Burst of Adrenaline (+8 STR)


Bluff: 1 | Fly: 2 | Intimidate: 5 | Knowledge (Planes): -2 | Perception: 4 | Sense Motive: 4 | Stealth: 6


NG Despair Phantom 1



Strength 12
Dexterity 14
Constitution 13
Intelligence 7
Wisdom 10
Charisma 13

About Dauswil The Drunkard

Despair Phantom 1
Outsider (Phantom)/(Incorporeal)
Initiative +2|30 ft.


Incorporeal in Parenthesis
AC 14 (15)|Flat-Footed 12 (11)|Touch 12 (13)|
HP 11
Fort 3|Reflex 2|Will 2|

Ectoplasmic: +2 Natural Armor
Incorporeal: +2 Dodge


BAB 1 | CMB 2 |CMD 14 |
Weapon: Slam x2
1d6 | 20:x2 | B


Class Skills::

Bluff: 1
Craft: -2
Fly: 2
Intimidate: 5 (1 Rank)
Knowledge (Planes): -2
Perception: 4 (1 Rank)
Sense Motive: 4 (1 Rank)
Stealth: 6 (1 Rank)

Base Abilities:

Phantom (Spiritualist Class Ability):
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 wear magic items and use 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.

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 conf lict, 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.

Ectoplasmic Form Abilities:

Damage Reduction:
A phantom manifested in ectoplasmic form has DR 5/slashing. When the spiritualist reaches 5th level, the phantom gains DR 5/magic. At 10th level, the damage resistance increases to 10/magic. At 15th level, it increases to 15/magic, and at 20th level, the damage reduction becomes DR 15/—.

Phase Lurch (Su):
A phantom in ectoplasmic form has the ability to pass through walls or material obstacles. In order to use this ability, it must begin and end its turn outside whatever wall or obstacle it’s moving through. An ectoplasmic phantom can’t move through corporeal creatures with this ability, and its movement speed is halved while moving through a wall or obstacle. Any surface it moves through is coated with a thin, silvery mucus that lingers for 1 minute.

Incorporeal Form Abilities:

When the spiritualist chooses to manifest the phantom in incorporeal form, the phantom appears within 30 feet of the spiritualist as a ghostly apparition. It gains the incorporeal subtype (Pathfinder RPG Bestiary 301), including a deflection bonus to AC equal to its Charisma modif ier. Since it isn’t an undead creature, it takes no damage from holy water or positive energy. Unlike other incorporeal creatures, an incorporeal phantom can’t attack corporeal creatures, except to deliver touch-attack spells using the deliver touch spell ability. An incorporeal manifested phantom can make slam attacks against other incorporeal creatures as if it were in ectoplasmic form.

Despair Abilities:

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 (UM) effect. Penalties from multiple hits don’t stack with themselves.


Weapon Finesse:
With a light weapon, elven curve blade, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls.