Bloodfire Sorcerer

Kida Rashish's page

45 posts. Alias of Mystery Cult.


Full Name

Kida Rashish

Race

F Outsider | HP 28/28 | F +2 R +5 W +5 | Perc 0 | CMB +4, CMD 16 | Pic

Classes/Levels

AC:
Ectoplasmic: DR 5/Slashing, AC 16 (+4 MA), touch 12, flat-footed 14 (+4 MA) | Incorporeal: AC 18 (+4 MA), Touch 18, Flat-footed 14 (+4 MA)

Alignment

Chaotic Good

Deity

Ahava, the True Spark

Strength 12
Dexterity 15
Constitution 14
Intelligence 7
Wisdom 10
Charisma 15

About Kida Rashish

Kida Rashish
F CG Medium Outsider (phantom) V
Init +2; Perception 0
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Defense
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AC
(Ectoplasmic) AC 18/22/26, touch 12, flat-footed 16/20/24 (+2 Dex, +6 Natural Armour +4 armor +4 shield)
(Incorporeal) AC 20/24/28, Touch 20, Flat-footed 12/16/20 (+2 Dex, +6 Dodge, +2 CHA Deflection +4 armor +4 shield)
hp 38 (4d10(5.5x4) +8 con +6 feat +2 favorite)
Fort +3, Ref +6, Will +6
(+4 sacred bonus on saving throws against spells and effects cast by undead)
DR 5/Slashing & Magic (Ectoplasmic)
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Offense
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Base Atk +4; CMB +5; CMD 17
Speed 35 ft.
Melee
Magic Attacks: 2 slams +5 (1d8+1/20x2)
Dutiful Strike: 2 slams +7 (2d6+1/20x2)

Feats:

Tribal Scars: You endured the grueling coming-of-age rituals of your tribe or following, and proudly bear the scars that grant you the blessings of your tribe’s ancestors or totem. You gain 6 hit points. In addition, you gain another benefit, depending on which Mammoth Lords following you belong to. Raptorscale: Your base land speed increases by 5 feet, and you gain a +2 bonus on Acrobatics checks.

Iron Will: You are more resistant to mental effects. You get a +2 bonus on all Will saving throws.

Celestial Obedience: our reverence for an empyreal lord is so great that daily prayer and minor sacrifices grant you special boons. Each empyreal lord requires a different obedience, but all obediences take only 1 hour to perform. Ashava, The True Spark: Dance in an isolated place under the light of the moon. If no moonlight is available or if someone witnesses your dance, pray for the spirits of the lonely dead and then leave a lighted lantern in a dark area. Gain a +4 sacred bonus on saving throws against spells and effects cast by undead.

Skills:

Disguise +14 (+10 hat +2 kit +2 cha)

Acrobatics +11 (+4 rank +3 class +2 feat +2 dex)

Diplomacy +9 (+4 rank +3 class +2 cha)

Sense Motive +7 (+4 rank +3 class)

Bluff +6 (+1 rank +3 class +2 cha)

Knowledge (Planes) +4 (+3 rank +3 class -2 int)

Phantom Special Qualities:

Emotion Focus: Dedication.

Iron Will: The phantom gains Iron Will as a bonus feat. Furthermore, when the phantom is within its master’s consciousness, it grants the benefits of Iron Will to its master if its master doesn’t have that feat.

Dutiful Strike (Su): When a creature makes an attack against the phantom’s master, the phantom gains a +2 bonus on attack rolls against that target, and deals damage against that target as if the phantom were one size category larger. For the purposes of this ability, an attack includes any harmful spell targeting the spiritualist master of whose area or effect includes the spiritualist master. Dutiful strike lasts for 1 minute, until another creature attacks the phantom’s spiritualist master (at which point this effect transfers to the new attacker), or until the attacking creature is reduced to fewer than 0 hit points, whichever occurs first.

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: 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.

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.

Incorporeal Description:

Incorporeal (Ex)
An incorporeal creature has no physical body. It can be harmed only by other incorporeal creatures, magic weapons or creatures that strike as magic weapons, and spells, spell-like abilities, or supernatural abilities. It is immune to all nonmagical attack forms. Even when hit by spells or magic weapons, it takes only half damage from a corporeal source (except for channel energy). Although it is not a magical attack, holy water can affect incorporeal undead. Corporeal spells and effects that do not cause damage only have a 50% chance of affecting an incorporeal creature. Force spells and effects, such as from a magic missile, affect an incorporeal creature normally.

An incorporeal creature has no natural armor bonus but has a deflection bonus equal to its Charisma bonus (always at least +1, even if the creature’s Charisma score does not normally provide a bonus).

An incorporeal creature can enter or pass through solid objects, but must remain adjacent to the object’s exterior, and so cannot pass entirely through an object whose space is larger than its own. It can sense the presence of creatures or objects within a square adjacent to its current location, but enemies have total concealment (50% miss chance) from an incorporeal creature that is inside an object. In order to see beyond the object it is in and attack normally, the incorporeal creature must emerge. An incorporeal creature inside an object has total cover, but when it attacks a creature outside the object it only has cover, so a creature outside with a readied action could strike at it as it attacks. An incorporeal creature cannot pass through a force effect.

An incorporeal creature’s attacks pass through (ignore) natural armor, armor, and shields, although deflection bonuses and force effects (such as mage armor) work normally against it. Incorporeal creatures pass through and operate in water as easily as they do in air. Incorporeal creatures cannot fall or take falling damage. Incorporeal creatures cannot make trip or grapple attacks, nor can they be tripped or grappled. In fact, they cannot take any physical action that would move or manipulate an opponent or its equipment, nor are they subject to such actions. Incorporeal creatures have no weight and do not set off traps that are triggered by weight.

An incorporeal creature moves silently and cannot be heard with Perception checks if it doesn’t wish to be. It has no Strength score, so its Dexterity modifier applies to its melee attacks, ranged attacks, and CMB. Nonvisual senses, such as scent and blindsight, are either ineffective or only partly effective with regard to incorporeal creatures. Incorporeal creatures have an innate sense of direction and can move at full speed even when they cannot see.