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About Kaloora Plimp
Character Sheet:
Kaloora Plimp Male gnome spiritualist (fractured mind, priest of the fallen) 3 (Pathfinder Player Companion: Heroes of Golarion 17, Pathfinder RPG Occult Adventures 72, 109) CG Small humanoid (gnome) Init +3; Senses darkvision 60 ft., low-light vision; Perception +4 -------------------- Defense -------------------- AC 18, touch 14, flat-footed 15 (+4 armor, +3 Dex, +1 size) hp 30 (3d8+12) Fort +6, Ref +4, Will +3; +2 vs. illusions, +2 bonus vs. fear and despair -------------------- Offense -------------------- Speed 20 ft. Melee gnome pincher +1 (1d4-2) or . . unarmed strike +1 (1d2-2 nonlethal) Ranged mwk heavy crossbow +7 (1d8/19-20) Special Attacks channel positive energy 3/day (DC 13, 1d6) Spell-Like Abilities (CL 3rd; concentration +6) . . 1/day—ghost sound (DC 14), grease, silent image (DC 15) Spiritualist (Fractured Mind, Priest of the Fallen) Spells Known (CL 3rd; concentration +6) . . 1st (4/day)—cure light wounds, mage armor, protection from evil, shield . . 0 (at will)—detect magic, guidance, mending, message, open/close (DC 13), read magic -------------------- Statistics -------------------- Str 6, Dex 16, Con 16, Int 12, Wis 10, Cha 16 Base Atk +2; CMB -1; CMD 12 Feats Healer’s Hands (+3), Selective Channeling Traits adopted, best customer, heir of chu ye (tian xia), undine loyalty Skills Acrobatics +2 (-2 to jump), Craft (alchemy) +7, Diplomacy +9, Heal +8 (+10 to treat poison, +10 to provide first aid, +10 with alcoholic beverage in hands), Knowledge (geography) +5, Knowledge (history) +7, Knowledge (planes) +7, Perception +4, Profession (herbalist) +6, Sense Motive +4, Spellcraft +5, Use Magic Device +9 Languages Common, Draconic, Gnome, Sylvan SQ bonded senses (3 rounds/day), emotional spellcasting, eternal hope[APG], etheric tether, fey magic, mythmaker, phantom (Phantom, kindness) Other Gear mwk lamellar (leather) armor[UC], crossbow bolts (100), gnome pincher, mwk heavy crossbow, healer's satchel, traveler's any-tool[UE], belt pouch, flint and steel, incense (oa)[OA] (10), masterwork backpack[APG], mug/tankard, trail rations (5), waterskin, wooden holy symbol of Cayden Cailean, wrist sheath[UE], 606 gp, 9 sp, 8 cp -------------------- Tracked Resources -------------------- Bonded Senses (3 rounds/day) (Su) - 0/3 Crossbow bolts - 0/100 Eternal Hope (1/day) - 0/1 Ghost Sound (1/day) - 0/1 Grease (1/day) - 0/1 Healer's satchel (empty, 10/day) - 0/10 Healer’s Hands (+3, 3/day) (Su) - 0/3 Incense (OA) - 0/10 Silent Image (1/day) - 0/1 Spiritualist Channel Positive Energy 1d6 (3/day, DC 13) (Su) - 0/3 Trail rations - 0/5 -------------------- Special Abilities -------------------- Bonded Senses (3 rounds/day) (Su) As a standard action, share the senses of your manifested phantom. Darkvision (60 feet) You can see in the dark (black and white only). Emotional Spellcasting Use Charisma as casting stat instead of Wisdom. Eternal Hope (1/day) +2 save vs. fear and despair. 1/day, reroll a 1 rolled on 1d20. Etheric Tether (Su) Lose hp to prevent dam to phantom that would banish it to ethereal. Phantom must remain close when manifested or concentration required. Fey Magic (Favored Terrain [Forest]) Gain spell-like abilities in selected terrain. Healer’s Hands (+3, 3/day) (Su) Full-rd to treat deadly wounds (no limit or kit needed), beat DC by 10 for extra healing. Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail. Mythmaker (Su) Channel different phantoms with additional powers, which cannot be contained in consciousness. Phantom (Ectoplasmic Manifestation) Phantom can manifest as a separate creature or provide bonuses while sharing your mind. Selective Channeling Exclude targets from the area of your Channel Energy. Spiritualist Channel Positive Energy 1d6 (3/day, DC 13) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect. -------------------- Planned Feats 5 - Incredible Healer
Weapon Finesse?
Phantom:
Phantom CR – Male phantom (Pathfinder RPG Occult Adventures) CG Medium outsider (phantom) Init +2; Senses darkvision 60 ft.; Perception +6 -------------------- Defense -------------------- AC 16, touch 12, flat-footed 14 (+2 Dex, +4 natural) hp 19 (3d10+3) Fort +4, Ref +3, Will +3 DR 5/slashing -------------------- Offense -------------------- Speed 30 ft. Melee unarmed strike +4 (1d3+1 nonlethal) or . . 2 slams +4 (1d6+1) -------------------- Statistics -------------------- Str 12, Dex 15, Con 13, Int 7, Wis 10, Cha 14 Base Atk +3; CMB +4; CMD 16 Feats Bodyguard[APG], Combat Reflexes Skills Diplomacy +8, Heal +6, Perception +6 Languages Common SQ benevolent, ectoplasmic phase lurch, opening strike -------------------- Tracked Resources -------------------- Bane (3/day) - 0/3 Bless (3/day) - 0/3 -------------------- Special Abilities -------------------- Benevolent Increase aid another bonuses granted by 1, or 2 for master. Bodyguard Use an AoO to use aid another to improve an ally's AC. Combat Reflexes (3 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed. Damage Reduction (5/slashing) You have Damage Reduction against all except Slashing attacks. Darkvision (60 feet) You can see in the dark (black and white only). Ectoplasmic Phase Lurch (Su) Bypass solid obstacles (but not creatures) at half speed, must end turn in clear space. Opening Strike (Su) Standard action melee attack, on hit grants ally imm act attack vs. same foe. -------------------- Planned Feats: - Virtuous Creed (Protection)
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