Mutasafen

Kuuma Crush's page

35 posts. Organized Play character for Codanous.


Race

HP: 10/10 |AC:11 T:14 FF:13,| CMD: 13 | Fort: +3, Refl: +1, Will: +6 | Init: +1, Speed 30ft

Classes/Levels

Spells per day:First:2/2, | Oni-Spawn Tiefling Tien Spiritualist basic attack Scythe +4 (2d4+4)

About Kuuma Crush

Kumaa Crush

Kumaa Crush
Male Oni-Spawn Tiefling Spiritualist
NG Medium Outsider(Native, Outsider)
Init: + Senses: Darkvision
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Defenses:
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AC 14, T11: FF:13
HP: 10 (1d8+2)
Saves: Fort: +4, Reflex +1, Will: +6
Resistances Cold, Electricity, Fire 5
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Offense
Speed 30 ft
Melee 1.) Scythe +3 (2d4+4, 20 x4)
Ranged 1.) Javelin +2 (1d6+3, 20, x2)
Spells per day
1st 2/day Shield, Mage Armor
0th Read Magic, Guidance, Detect Magic, Mending
Spell like ability 1/day Alter Self
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Statistics
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Str 17, Dex 12, Con 12, Int 10, Wis 17, Cha 10
Base Atk +0; CMB +3; CMD 13
Feats Skill Focus: Intimidate

Traits

Omen(Faith):
You gain a +1 trait bonus on Intimidate checks, and Intimidate is always a class skill for you. Once per day, you may attempt to demoralize an opponent as a swift action.
Orphan:
+1 trait bonus to fortitude saves

Skills (4 ranks) Intimidate(1) +10(+12 to Demoralize if wearing mask), Spellcraft(1) +5, Use Magic Device(1) +4, Kn: Local(1) +5,
Languages: Common, Infernal, Tien
Carrying Capacity: Light Load: 86 lbs or Less, Medium Load: 87-173 lbs , Heavy Load: 174-260 lbs.
Gear: 500 gold + 150 gold, will do items on lunch or try to. Combat Gear Scythe, Studded Leather, Javelin(3), MWK Oni-Mask(+2 to Demoralize), Alchemist Fire(2), Wand of Cure Light Wounds(50) Other Gear: Oracle’s Kit; a backpack, a bedroll, a belt pouch, candles (10), a flint and steel, an iron pot, mess kit, rope, soap, torches (10), trail rations (5 days), and a waterskin. 50 ft of Silk Rope, journal and pencil/inkpen, Explorer’s Outfit, Oil of Bless Weapon, Potion of Remove Fear, 38 platinum, 5 gold.

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Special Abilities
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Tiefling Stuff:
Oni-Spawn get a +2 Strength, +Wisdom, -2 to Charisma, they get a +2 Disguise/Intimidate, Electricity, Fire, Cold Resistance 5, Darkvision 60ft and Alter Self as a 1/day spell-like ability.

Esoteric Tether:
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. Thisconcentration 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.

TLDR: I have to have eyes on my Phantom and it has to stay relatively close to me


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-affectingeffect 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.

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 on page 73), manifest it partially (see the bonded manifestation class feature on page 74), 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 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 on page 74) 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 starting on page 78 for more information.

My Phantom Sister Kira:
My Phantom has a separate stat block because she is so complicated!

Kuumaa knows FOUR zero level spells(knacks) and knows TWO first level spells, he can cast his first level spell twice a day!

ZERO LEVEL SPELLS: Guidance, Detect Magic , Read Magic , Mending

FIRST LEVEL SPELLS KNOWN:
Shield ,
Mage Armor