Grau Soldado

Horace Day's page

3 posts. Alias of Zayne Iwatani.


About Horace Day

Horace Day
Male Human Spiritualist (Fractured Mind) 1
NG medium humanoid (Human)
Init +4; Perception +0
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Defense
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AC 12, touch 12, flat-footed 10 (+2 Dex)
hp 8 (1d8)
Fort +2, Ref +3, Will +0
+1 trait bonus on Reflex saves
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Offense
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Speed 30 ft.
Ranged:
Melee:
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Statistics
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Str 10, Dex 14, Con 10, Int 14, Wis 10, Cha 16 (+2 Racial)
Base Atk +0, CMB +0, CMD 12
Feats: Emotional Conduit (1st), (open) (Human)
Traits: Twitchy, Peace Maker
Languages Common
SQ: Etheric tether, knacks, phantom, shared consciousness, Emotional Spellcasting
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Skills:

(4 class + 2 Int + 1 FC + 1 Human) = 8
ACP = -1

[]Bluff (Cha)
[]Climb (Str)
[]Craft (Int)
[1]Diplomacy (Cha) +8
[]Fly (Dex)
[]Heal (Wis)
[1]Intimidate (Cha) +7
[1]Knowledge Arcana (Int) +6
[1]Knowledge Dungeoneering (Int) +6
[1]Knowledge Local (Int) +6
[]Knowledge Nature (Int)
[1]Knowledge Planes (Int) +6
[1]Knowledge Religion (Int) +6
[]Sense Motive (Wis) +6
[1]Spellcraft (Int) +6
[]Use Magic Device (Cha)

Background:
[]Artistry (Int)
[1]Knowledge (engineering) (Int) +4
[]Knowledge (geography) (Int)
[]Knowledge (history) (Int)
[]Knowledge (nobility) (Int)
[]Linguistics (Int)
[1]Lore (Psychics) (Int) +4
[]Profession () (Wis)

Modifiers:
+1 trait bonus on Diplomacy


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Gear:

--Equipped--

--Backpack-- 2

70gp


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Racial Abilities:

Ability Score Racial Traits: Human characters gain a +2 racial bonus to one ability score of their choice at creation to represent their varied nature.

Size: Humans are Medium creatures and thus receive no bonuses or penalties due to their size.

Base Speed: Humans have a base speed of 30 feet.

Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic). See the Linguistics skill page for more information about these languages.

Bonus Feat

Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.


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Traits and Feats:

Peace Maker: You gain a +1 trait bonus on Diplomacy checks, and Diplomacy is a class skill for you.

Twitchy: You gain a +2 trait bonus on initiative checks and a +1 trait bonus on Reflex saves

Emotional Conduit: You gain familiarity with a number of additional spells based on the emotional focus of your phantom. These spells are added to both your class spell list (if not already on that list) and your list of spells known; they are in addition to the normal number of spells known for your level.

Fear: 1st—heightened awareness, 2nd—scare, 3rd—fear, 4th—feast on fear, 5th—nightmare, 6th—frightful aspect.

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Spiritualist Special Abilities:

Weapon and Armor Proficiency: A spiritualist is proficient with all simple weapons, kukris, saps, and scythes, as well as with light armor.

Emotional Spellcasting (Su): A spiritualist casts psychic spells drawn from the spiritualist spell list. She can cast any spell she knows without preparing it ahead of time, assuming she has not yet used up her allotment of spells per day for the spell's level. To learn or cast a spell, a spiritualist must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a spiritualist's spell equals 10 + the spell level + the spiritualist's Charisma modifier.

A spiritualist can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: Spiritualist. In addition, she receives bonus spells per day if she has a high Charisma score.

A spiritualist's selection of spells is limited. A spiritualist begins play knowing four 0-level spells and two 1st-level spells of the spiritualist's choice. At each new spiritualist level, she learns one or more new spells as indicated on Table: Spiritualist Spells Known. Unlike her number of spells per day, the number of spells a spiritualist knows does not affect her Charisma score. The numbers on Table: Spiritualist Spells Known are fixed.

Upon reaching 5th level, and at every third spiritualist level thereafter (8th, 11th, and so on), a spiritualist can learn a single new spell in place of one she already knows.

In effect, the spiritualist loses the old spell in exchange for the new one. The new spell's level must be the same as that of the spell being exchanged, and it must be at least 1 level lower than the highest-level spiritualist spell she can cast. A spiritualist can swap out only a single spell at any given level and must choose whether or not to swap the spell at the same time that she gains new spells known for the level.

Knacks: A spiritualist learns a number of knacks, or 0-level psychic spells, as noted on Table: Spiritualist Spells Known under Spells Known. These spells are cast like any other spell, but they can be cast any number of times per day. Knacks prepared using another spell slot, because of metamagic feats applied to them, for example, consume spell slots as normal.

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), 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 armor magic items [see FAQ] 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.

Shared Consciousness (Su): At 1st level, while a phantom is confined in a spiritualist's consciousness (but not while it's fully manifested or banished to the Ethereal Plane), it grants the spiritualist the Skill Focus feat in two skills determined by the phantom's emotional focus, unless the spiritualist already has Skill Focus in those skills. It also grants a +4 bonus on saving throws against all mind-affecting effects; at 12th level, this bonus increases to +8.

Lastly, once per day, when the spiritualist fails a saving throw against a mind-affecting effect, as an immediate action she can shunt that effect into the phantom's section of her consciousness instead. When she does so, she is not affected by the mind-affecting effect, but for the normal duration of that effect, the spiritualist loses the bonuses on saving throws against mind-affecting effects and the Skill Focus effects granted by her phantom, and can't use this ability to shunt a mind-affecting effect into the phantom's consciousness or manifest her phantom in any way. When a mind-affecting effect is shunted into the phantom's consciousness, spells such as dispel magic and break enchantment can be cast on the spiritualist to end the effect's duration as if the spiritualist were affected by the mind-affecting effect.

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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Spells:

--Spells Known--
0th level:
Telekinetic projectile
Light
Mage hand
Detect magic

1st Level (2/Day DC 13):
heightened awareness
cause fear
shield


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Ectoplasmic Phantom:

The Nightmare
N Medium Outsider
Init +2; Senses: Darkvision; Perception +4
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DEFENSE
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AC 14, touch 12, flat-footed 12 (+2 Dex, +2 natural)
hp 10 (1d10)
Fort +0, Ref +4, Will +2
DR 5/slashing
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OFFENSE
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Speed 30 ft.
Melee 2 Slams +2 (1d6 + Horrifying Strike)
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STATISTICS
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Str 12, Dex 14, Con 13, Int 7, Wis 10, Cha 13
BAB +1; CMB +1 ; CMD 13
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Feats:
Stealthy:You get a +2 bonus on all Escape Artist and Stealth skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.
Weapon Focus (Slam): +1 to attack.

Skills:
[]Bluff (Cha)
[]Craft (Int)
[1]Fly (Dex) +6
[1]Intimidate (Cha) +5
[]Knowledge (planes) (Int)
[1]Perception (Wis) +4
[]Sense Motive (Wis)
[1]Stealth (Dex) +6

SQ: Darkvision, Link, Share Spells

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 conflict, 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.1

Horrifying Strike (Ex): 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 be shaken for 1d4 rounds. Multiple attacks against the same creature do not cause the creature to become frightened. This is a mind-affecting fear effect.


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Ethereal Phantom:

The Nightmare
N Medium Outsider/incorporeal
Init +2; Senses: Darkvision; Perception +4
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DEFENSE
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AC 15, touch 13, flat-footed 13 (+2 Dex, +2 dodge, +1 Deflection)
hp 10 (1d10)
Fort +0, Ref +4, Will +2
incorporeal traits
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OFFENSE
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Speed 30 ft. fly 40ft (Good)
Melee 2 Slams +2 (1d6 + Horrifying Strike) (Only vs incorporeal)
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STATISTICS
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Str 12, Dex 14, Con 13, Int 7, Wis 10, Cha 13
BAB +1; CMB +1 ; CMD 13
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Feats:
Stealthy:You get a +2 bonus on all Escape Artist and Stealth skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.
Weapon Focus (Slam): +1 to attack.

Skills:
[]Bluff (Cha)
[]Craft (Int)
[1]Fly (Dex) +6
[1]Intimidate (Cha) +5
[]Knowledge (planes) (Int)
[1]Perception (Wis) +4
[]Sense Motive (Wis)
[1]Stealth (Dex) +6

SQ: Darkvision, Link, Share Spells

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 conflict, 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.

Horrifying Strike (Ex): 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 be shaken for 1d4 rounds. Multiple attacks against the same creature do not cause the creature to become frightened. This is a mind-affecting fear effect.

Incorporeal Flight (Su): When the phantom manifests in incorporeal form, it has a fly speed of 40 feet (good).