Race |
Spiritualist 1, Paladin 2 | Resistance Fire 5, Cold 5, Elec. 5 | HP 33/33 | AC 19 T 8 FF 19 | CMB + 5 | CMD 13 | F: +12, R: +2, W: +7 | Init: +4 | Perc: +2, NOW: Perc: +4 |
Classes/Levels |
| Smite 1/1 | Lay on hands 1/5 | Reroll 1/1 | Darkvision | Speed 20ft / 30 ft charge | Active conditions: ear clear |
Gender |
Male LG follower of Irori | Tiefling | Outsider (Native) | |
Special Abilities |
Djahan's Fractured Mind - Phantom |
Location |
Resource used: earclear, 11 clw charges, scroll of remove fear |
About Djahan Ruuh
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Spiritualist 1 (Fractured Mind, Priest of the Fallen), Paladin 2 (Knight of Coins)
Male Tiefling - Kyton-Spawn (Shackleborn)
• TYPE: Outsider (Native)
• SIZE: Medium
• DARKVISION
-- STATS --
Str: 16, Dex: 7, Con: 16, Int: 12, Wis: 6, Cha: 18
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-- COMBAT --
• MW Cold Iron Bardiche +6 (1d10+6; 19-20/×2) To hit: Str +3, MW +1, BAB +2; Damage: +3
• MW Cold Iron Longsword +6 (d8+4; 19-20/×2) To hit: Str+3, MW +1, BAB +2 ; Damage: +3
• AC 19 Touch 8 FF 19 (+9 Armor, -2 Dex, +2 Shield) / Armor Check Penalty -6: MW Full Plate [-5] + MW Heavy wooden [-1]
• CMD 13 (BAB +2, Dex -2, Str +3)
• CMB +5 (BAB +2, Str +3)
• Initiative +4: Cha +4 (Noble Scion of War)
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-- SAVES --
Fortitude: +12 (Con +3, Spiritualist +2, Paladin +3, Divine Grace Cha +4)
Reflex: +2 (Dex -2, Paladin +0, Divine Grace Cha +4)
Will: +7 (Wis -2, Spiritualist +2, Paladin +3, Divine Grace Cha +4)
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-- SKILLS --
Bluff +8 (Rank +1, Class +3, Cha +4)
Diplomacy +8 (Rank +1, Class +3, Cha +4)
Intimidate +8 (Rank +1, Class +3, Cha +4)
Handle Animal +8 (Rank +1, Class +3, Cha +4)
Kn Arcana +5 (Rank +1, Class +3, Int +1)
Kn Dungeoneering +5 (Rank +1, Class +3, Int +1)
Kn History +5 (Rank +1, Class +3, Int +1)
Kn Nature +5 (Rank +1, Class +3, Int +1)
Kn Religion +5 (Rank +1, Class +3, Int +1)
Kn Planes +5 (Rank +1, Class +3, Int +1)
Kn Local +5 (Rank +1, Class +3, Int +1)
Linguistics +5 (Rank +1, Class +3, Int +1)
Perception +2 (Rank +1, Class +3, Wis -2)
Spellcraft +5 (Rank +1, Class +3, Int +1)
Use Magic Device +8 (Rank +1, Class +3, Cha +4)
Lvl 1: 5 Skill Points = 4 Spiritualist + 1 Int
Lvl 2: 5 Skill Points = 4 Paladin (Knight of Coins) + 1 Int
Lvl 3: 5 Skill Points = 4 Paladin (Knight of Coins) + 1 Int
TOTAL: 15 Skill Points
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-- LANGUAGES --
Racial: Common, Infernal
Intelligence: Draconic
Linguistics: Celestial
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-- TEMPORARY GEAR --
NONE
-- GEAR --
MW Cold Iron Bardiche (weapon cord attached)
MW Cold Iron Longsword
MW Full Plate
Cold Iron Morningstar
Wand of CLW 40 charges in spring loaded wrist sheath
Silver Dagger
2 x Acid flask, 1 lbs.
2 x Alchemist fire, 1 lbs.
Backpack, 2 lbs.
Weapon cord, 0 lbs.
Scroll of Shield
Scroll of Remove Sickness
Scroll of Summon Monster 1
Scroll of Remove Fear
Scroll of Protection from Evil
Scroll of Obscuring Mist
Scroll of Mindlink
Scroll of Identify
Scroll of Expeditious Retreat
Scroll of Endure Elements
Scroll of Detect Undead
Scroll of Detect Evil
Scroll of Comprehend Languages
2 x Clear ear
MW Heavy Shield
Smelling Salts, 0 lbs.
Rope, 3 lbs. (in bag of holding)
Crowbar
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–– XP / PRESTIGE POINTS / FAME ––
TOTAL OVERVIEW:
* Currently: 6 XP / 4 PP / 10 Fame
* PP Spent: 6 PP
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–– RETRAINING ––
• On 2nd Level: Retrained 2 Hit Points; each HP costs 3 days / 3 PP / 60 gp (=3 days * 2nd Lvl * 10gp) -> Total cost for retraining 2 Hit Points: 6 PP and 120 gp.
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–– GOLD ––
TOTAL GOLD:
* Currently: 9 gp
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–– HIT POINTS ––
Lvl 1 - 13 Hit Points: 10 Paladin + 3 Con
Lvl 2 - 11 Hit Points: 5 Spiritualists + 3 Con + 2 Retraining + 1 Fav. Class
Lvl 3 - 9 Hit Points: 6 Paladin + 3 Con
TOTAL – 33 Hit Points
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-- FEATS --
• Lvl 1: NOBLE SCION: Prerequisites: Cha 13, must be taken at 1st level. Benefit: You gain a +2 bonus on all Knowledge (nobility) checks, and that chosen Knowledge skill is always considered a class skill for you. Scion of War: You use your Charisma modifier to adjust Initiative checks instead of your Dexterity modifier.
• Lvl 3: PHANTOM ALLY: Your phantom’s strength is fueled by your own diverse experiences and abilities. Prerequisites: Phantom class feature. Benefit: The abilities of your phantom are calculated as though you were 4 class levels higher, to a maximum effective spiritualist level equal to your character level.
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-- LIMITED ABILITIES --
Lay on hands 5 / day = ½ Paladin level + Cha +4
Smite 1 / day
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–– SPIRITUALIST SPELLS KNOWN ––
• 0 level: Detect magic, read magic, guidance, stabilize
• 1st level: Magic Fang
–– SPELLS PER DAY ––
• 1st level: 2 = 1 + 1 (Charisma 18)
Spiritualist Concentration check: +6 = Cha +4 + CL 2
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-- TRAITS --
• FATE’s FAVORED (Faith): Benefit: Whenever you are under the effect of a luck bonus of any kind, that bonus increases by 1.
• MAGICAL KNACK (Magic: Spiritualist): Pick a class when you gain this trait—your caster level in that class gains a +2 trait bonus as long as this bonus doesn’t raise your caster level above your current Hit Dice.
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-- CLASS ABILITIES --
* CLASS ABILITIES - Paladin (Knight of Coins) 1 *
• CLASS SKILLS: Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Knowledge (nobility) (Int), Knowledge (religion) (Int), Profession (Wis), Ride (Dex), Sense Motive (Wis), and Spellcraft (Int). A knight of coins adds Appraise, Knowledge (local), Perception, and Use Magic Device to her list of class skills. She gains a number of skill ranks equal to 4 + her Intelligence modifier at each level, instead of a number of skill ranks equal to 2 + her Intelligence modifier. This alters the paladin’s class skills and skill ranks per level.
• WEAPON AND ARMOR PROFICIENCY: Paladins are proficient with all simple and martial weapons, with all types of armor (heavy, medium, and light), and with shields (except tower shields).
• AURA OF GOOD: The power of a paladin's aura of good (see the detect good spell) is equal to her paladin level.
• EYE FOR FORGERIES (Sp): At will, a knight of coins can concentrate on a single item within 30 feet as a move action. When she does, the knight of coins can detect if it is magical, as per the spell detect magic. The knight of coins cannot concentrate on more than one item in this way at a time. This replaces detect evil.
• SMITE EVIL (Su): Once per day, a paladin can call out to the powers of good to aid her in her struggle against evil. As a swift action, the paladin chooses one target within sight to smite. If this target is evil, the paladin adds her Charisma bonus (if any) to her attack rolls and adds her paladin level to all damage rolls made against the target of her smite. If the target of smite evil is an outsider with the evil subtype, an evil-aligned dragon, or an undead creature, the bonus to damage on the first successful attack increases to 2 points of damage per level the paladin possesses. Regardless of the target, smite evil attacks automatically bypass any DR the creature might possess. In addition, while smite evil is in effect, the paladin gains a deflection bonus equal to her Charisma modifier (if any) to her AC against attacks made by the target of the smite. If the paladin targets a creature that is not evil, the smite is wasted with no effect. The smite evil effect remains until the target of the smite is dead or the next time the paladin rests and regains her uses of this ability. At 4th level, and at every three levels thereafter, the paladin may smite evil one additional time per day, as indicated on Table: Paladin, to a maximum of seven times per day at 19th level.
• LAY ON HANDS (Su): Beginning at 2nd level, a paladin can heal wounds (her own or those of others) by touch. Each day she can use this ability a number of times equal to 1/2 her paladin level plus her Charisma modifier. With one use of this ability, a paladin can heal 1d6 hit points of damage for every two paladin levels she possesses. Using this ability is a standard action, unless the paladin targets herself, in which case it is a swift action. Despite the name of this ability, a paladin only needs one free hand to use this ability. Alternatively, a paladin can use this healing power to deal damage to undead creatures, dealing 1d6 points of damage for every two levels the paladin possesses. Using lay on hands in this way requires a successful melee touch attack and doesn't provoke an attack of opportunity. Undead do not receive a saving throw against this damage.
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* CLASS ABILITIES - Spiritualist 1 (Fractured Mind, Priest of the Fallen) 1 *
• CLASS SKILLS: The Spiritualist's class skills are Bluff (Cha), Craft (Int), Fly (Dex), Heal (Wis), Intimidate (Cha), Knowledge (all) (Int), Linguistics (Int), Profession (Wis), Sense Motive (Wis), Spellcraft (Int), and Use Magic Device (Cha).
• WEAPON AND ARMOR PROFICIENCY: A spiritualist is proficient with all simple weapons, kukris, saps, and scythes, as well as with light armor.
• 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.
• EMOTIONAL SPELLCASTING: A fractured mind’s ability to cast spells is tied to the force of her own spirit rather than her connection to the spirit world. As a result, she uses her Charisma score rather than her Wisdom score to determine the highest spell level she can cast, the saving throw DCs of spells she casts, and her bonus spells per day. This ability alters spellcasting.
• EMOTIONAL POWER (Sp): The fractured mind gains a number of spell-like abilities, which are tied to her phantom’s emotional focus. She gains one spell-like ability at 5th level, a second at 7th level, a third at 9th level, and a fourth at 16th level. A fractured mind can use each of these abilities once per day, plus one additional time per day for every 4 spiritualist levels she possesses beyond the level at which she gained the spell-like ability. The saving throw DCs for these spell-like abilities are equal to 10 + 1/2 the fractured mind’s spiritualist class level + the fractured mind’s Charisma modifier, rather than being based on the spell’s level. The spell-like abilities granted by each emotional focus are listed below. Anger: Enlarge person (5th), rage (7th), longstrider (9th), shout (16th). Dedication: Command (5th), spiritual weapon (7th), bless (9th), death ward (16th). Despair: BungleUM (5th), stricken heartACG (7th), doom (9th), crushing despair (16th). Fear: Bane (5th), mad hallucinationUM (7th), doom (9th), phantasmal killer (16th). Hatred: Doom (5th), inflict moderate wounds (7th), bane (9th), bestow curse (16th). Jealousy: Sanctuary (5th), resist energy (7th), entropic shield (9th), spell immunity (16th). Zeal: Bless (5th), spiritual weapon (7th), divine favor (9th), freedom of movement (16th). This ability replaces detect undead, calm spirit, see invisibility, and call spirit.
• PHANTOM: 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 on page 73), manifest it partially (see the bonded manifestation class feature on page 74), 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 armor 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 on page 74) 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 starting on page 78 for more information.
• 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.
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— TIEFLING: Kyton-Spawn (Shackleborn) RACIAL TRAITS --
• Wis: -2, Con: +2, Cha: +2
• TYPE: Outsider (Native)
• SIZE: Medium
• DARKVISION
• FIENDISH RESISTANCE: Tieflings have cold resistance 5, electricity resistance 5, and fire resistance 5.
• PREHENSILE TAIL: Many tieflings have tails, but some have long, flexible tails that can be used to carry items. While they cannot wield weapons with their tails, they can use them to retrieve small, stowed objects carried on their persons as a swift action. This racial trait replaces fiendish sorcery..
• MAW or CLAW [MAW chosen]: Some tieflings take on the more bestial aspects of their fiendish ancestors. These tieflings exhibit either powerful, toothy maws or dangerous claws. The tiefling can choose a bite attack that deals 1d6 points of damage or two claws that each deal 1d4 points of damage. These attacks are primary natural attacks. This racial trait replaces the spell-like ability racial trait.
• FIENDISH SPRINTER: Some tieflings have feet that are more bestial than human. Whether their feet resemble those of a clawed predator or are the cloven hooves common to many of their kind, tieflings with this trait gain a 10-foot racial bonus to their speed when using the charge, run, or withdraw actions. This racial trait replaces skilled.
• Automatic Languages: Common, Infernal
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-- IRORI's PALADIN CODE --
Iroran paladins meditate on self-perfection and train relentlessly, knowing that their example can inspire others to excel.
An Iroran paladin embraces law and goodness as other paladins do, conducting himself with honor and protecting the innocent.
An Iroran paladin avoids entanglements that would distract him from the pursuit of perfection, i.e. he would not incur debts nor give loans to others—though he could be encouraged to give freely to those in need.
Irori offers no universal paladin code— each paladin in his service creates his own code as part of his spiritual journey, seeing the adherence to such a self-formulated creed as one of the many tests one must face to reach perfection.