Miengu

Djahan's Young Fractured Mind's page

51 posts. Alias of noral.


Race

HP 16/16 | AC 19 T 19 FF 17 | CMB +3 | CMD 18 | F: +2, R: +5, W: +3 | Init: +2 | Perc: +6

Classes/Levels

| Hero-God Archmage 2/3 | Darkvision 60 ft | Speed 30 ft | Active conditions: None

Gender

Small Male LG Outsider | Phantom 3 | Incorporeal Form | Whimsy Emotional Focus |

Special Abilities

DR 5/Slashing | HP 16/16 | AC 17 T 13 FF 15 | CMB +3 | CMD 15 | F: +2, R: +5, W: +3 | Init: +2 | Perc: +6

Alignment

| Darkvision 60 ft | Speed 30 ft | Active conditions: None

Deity

Small Male LG Outsider | Phantom 3 | Ectoplasmic Form | Whimsy Emotional Focus | Hero-God Archmage |

Languages

HP 16/16 | AC 19 T 19 FF 17 | CMB +3 | CMD 18 | F: +2, R: +5, W: +3 | Init: +2 | Perc: +6

Occupation

| Darkvision 60 ft | Speed 30 ft | Active conditions: None

Homepage URL

Small Male LG Outsider | Phantom 3 | Incorporeal Form | Whimsy Emotional Focus | Hero-God Archmage |

About Djahan's Young Fractured Mind

~~~~~~~~~~~~~~~~

This is the Fractured Mind Phantom of Djahan Ruuh

* Size: Small
* Alignment: LG
* Type: Outsider (Extraplanar)

* 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.
* Emotional Focus: Whimsy
* Darkvision

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-- STATS --

Str 12, Dex 15, Con 13, Int 7, Wis 10, Cha 14
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-- COMBAT --

Melee to hit: 2 slams (size small) +5 (d4+1/x2) (Size +1, BAB +3, Str +1)

Initiative +2: Dex +2

Ectoplasmic form
AC 17, FF 15, Touch 13 (Size +1, +2 Natural Armor Ectoplasmis Form, +2 Armor Level, Dex +2)
CMD 15 (Size -1, BAB +3, Dex +2, Str +1)
CMB +3 (Size -1, BAB +3, Str +1)

Incorporeal form
AC 19, FF 17, Touch 19 (Size +1, +2 Dodge Incorporeal Form, +2 Deflection Cha +2, +2 Deflection Level, Dex +2)
CMD 18 (Size -1, +2 Dodge Incorporeal Form, +2 Deflection Cha +2, +2 Deflection Level, Dex +2, Str +1)
CMB +3 (Size -1, BAB +3, Str +1)

Armor Check Penalty +0
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-- SAVES --
Fortitude: +2 (Con +1, “Whimsy” Phantom +1)
Reflex: +5 (Dex +2, “Whimsy” Phantom +3)
Will: +3 (Wis +0, “Whimsy” Phantom +3)

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-- SKILLS --

Acrobatics +8 (Rank 3 [free via “Whimsy” phantom], Class +3, Dex +2)
Bluff +6 (Rank 1, Class +3, Cha +2)
Diplomacy* +6 (Rank 1, Class +3, Cha +2)
Intimidate +11 (Rank 3, Class +3, Cha +2, Skill Focus +3)
Perception +6 (Rank 3 [free via “Whimsy” phantom], Class +3, Wis +0)
Sense Motive +4 (Rank 1, Class +3, Wis +0)
Stealth +6 (Rank 0, Dex +2, Size +4)

*one additional skill to be a class skill for a phantom: Diplomacy

HD 1 to 3: each 2 skill points
TOTAL: 6 skill points

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-- LANGUAGES --

Common

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-- TEMPORARY GEAR --

-- GEAR --

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–– HIT POINTS ––

3 HD: 3d8+3 (Con +1) = TOTAL: 16 Hit Points

-- FEATS --

• Lvl 1: Skill Focus Intimidate
• Level 3: Antagonize: Benefit: You can make Diplomacy and Intimidate checks to make creatures respond to you with hostility. No matter which skill you use, antagonizing a creature takes a standard action that does not provoke attacks of opportunity, and has a DC equal to 10+ the target’s Hit Dice + the target’s Wisdom modifier. You cannot make this check against a creature that does not understand you or has an Intelligence score of 3 or lower. Before you make these checks, you may make a Sense Motive check (DC 20) as a swift action to gain an insight bonus on these Diplomacy or Intimitade checks equal to your Charisma bonus until the end of your next turn. The benefits you gain for this check depend on the skill you use. This is a mind-affecting effect.
Diplomacy: You fluster your enemy. For the next minute, the target takes a –2 penalty on all attacks rolls made against creatures other than you and has a 10% spell failure chance on all spells that do not target you or that have you within their area of effect.
Intimidate: The creature flies into a rage. On its next turn, the target must attempt to make a melee attack against you, make a ranged attack against you, target you with a spell, or include you in the area of a spell. The effect ends if the creature is prevented from attacking you or attempting to do so would harm it (for example, if you are on the other side of a chasm or a wall of fire). If it cannot attack you on its turn, you may make the check again as an immediate action to extend the effect for 1 round (but cannot extend it thereafter). The effect ends as soon as the creature attacks you. Once you have targeted a creature with this ability, you cannot target it again for 1 day.

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-- CLASS ABILITIES --

* PHANTOM 3 *
Phantom CLASS DETAILS

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
Each time she fully manifests her phantom, the spiritualist must choose whether to manifest the phantom in either ectoplasmic or incorporeal form. The phantom gains the statistics presented on Table 1–11: Manifested Phantom’s Base Statistics, modified by the phantom’s emotional focus and by the type of manifestation the spiritualist chooses.

Ectoplasmic:
When the spiritualist manifests her phantom in ectoplasmic form, the phantom gains the following 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: 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.