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About Djahan's Young Fractured Mind~~~~~~~~~~~~~~~~ This is the Fractured Mind Phantom of Djahan Ruuh * Size: Small
* Mythmaker Hero-God: 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.
_________________________________________________________________ -- STATS -- Str 12, Dex 15, Con 13, Int 7, Wis 10, Cha 14
-- COMBAT -- Melee to hit: 2 slams (size small) +5 (d4+1/x2) (Size +1, BAB +3, Str +1) Initiative +2: Dex +2 Ectoplasmic form
Incorporeal form
Armor Check Penalty +0
-- SAVES --
_________________________________________________________________ -- SKILLS -- Acrobatics +8 (Rank 3 [free via “Whimsy” phantom], Class +3, Dex +2)
*one additional skill to be a class skill for a phantom: Diplomacy HD 1 to 3: each 2 skill points
_________________________________________________________________ -- LANGUAGES -- Common _________________________________________________________________ -- TEMPORARY GEAR -- -- GEAR -- _________________________________________________________________ –– HIT POINTS –– 3 HD: 3d8+3 (Con +1) = TOTAL: 16 Hit Points -- FEATS -- • Lvl 1: Skill Focus Intimidate
_________________________________________________________________ -- CLASS ABILITIES -- * PHANTOM 3 *
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. Deliver Touch Spells (Su): The phantom can deliver touch spells for the spiritualist when fully manifested in incorporeal or ectoplasmic form. The spiritualist and the phantom need not be in contact to accomplish this, but the phantom must be within 30 feet and the spiritualist must be able to see the phantom. If the spiritualist is 12th level or higher, the phantom can deliver touch spells within 50 feet of the spiritualist. The spiritualist can cast the spell, and then the phantom can deliver the touch as an immediate action. If the touch spell deals damage, the phantom must make the attack roll. The phantom can’t hold the charge of a touch spell cast by the spiritualist using this ability. If the spell is delivered to the phantom, it must touch a target or the spell is lost. If the spell allows you to touch up to six willing targets, the phantom can accomplish this with an immediate action, but all of the willing targets must be within the phantom’s melee reach at the time. Full Manifestation Forms
Ectoplasmic:
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: 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. WHIMSY - Emotional Focus Tricky Combatant: A phantom with the whimsy focus gains Improved Dirty Trick as a bonus feat, even if it does not meet the prerequisites. Colorful Burst (Sp): Once per day, a phantom with this focus can produce an explosion of bright colors in a 15-foot cone. This functions as the spell color spray, except that creatures with fewer HD than the phantom are treated as if they had 2 HD or less, creatures with HD equal to that of the phantom are treated as if they had 3 or 4 HD, and creatures with more HD than the phantom are treated as if they had 5 or more HD. A creature can negate this effect with a successful Will saving throw (DC = 10 + half the phantom’s Hit Dice + the phantom’s Charisma modifier). Aura of Laughter (Sp): When the spiritualist reaches 7th level, the phantom can emit a 10-foot aura of childish laughter as a swift action. Enemies within the aura are distracted by the laughter, taking a –2 penalty on attack and damage rolls and a –5 penalty on Perception checks. This ability has no effect on creatures that cannot hear. Priest of the Fallen archetype - Mythmaker ability 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. |