Bloodrager

Luthic Cryp's page

45 posts. Organized Play character for PatheticWretch.


Full Name

Luthic Cryp

Race

Human

Classes/Levels

Spiritualist 2 | HP 19/19 | AC 15; Tch 12; FF 13 | F +5; R +2; W +1 | CMB+3; CMD 15 | Speed 30 ft | Init +2 | MW Scythe (cold iron): +4 (2d4+3/x4) | Perc +2

Strength 14
Dexterity 14
Constitution 14
Intelligence 9
Wisdom 7
Charisma 18

About Luthic Cryp

Luthic Cryp
Male Human Spiritualist (Fractured Mind) 2
CN Medium Humanoid (Human)
Init +4 (Reactionary); Senses Perception +2
Languages Common

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DEFENSE
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AC 15, touch 12, flat-footed 13
    (+3 armor, +2 Dex)
hp 19 (2d8, +4 Con, +2 favored)
Fort +5, Ref +2, Will +1
Defensive Abilities
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OFFENSE
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Speed 30 ft. (6 squares)
Melee MW Scythe (cold iron) +4 (2d4+3/x4)
Ranged Sling +3 (1d4+2)
Base Atk +1; CMB +3; CMD 15
Special Attacks Power from Despair (phantom gains +2 vs. shaken, frightened, panicked, cowering), Miserable Strike (DC 13 Will)
Emotional Focus Despair
Known Spiritualist Spells (CL 2, Concentration +6): *emotional conduit
    1st (3/day) - cause fear, doom, shield, touch of gracelessness*
    0th (at will) - daze, detect magic, light, mage hand, telekinetic projectile
Scrolls: none
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STATISTICS
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Abilities STR 14, DEX 14, CON 14, INT 8, WIS 7, CHA 18
Feats Antagonize, Emotional Conduit
Traits Magical Lineage (touch of gracelessness), Reactionary
Skills Acrobatics +1, Appraise -1, Bluff +8, Climb +1, Diplomacy +4, Disguise +4, Escape Artist +1, Fly +1, Heal -2, Intimidate +9, Perception +2, Ride +1, Sense Motive -2, Stealth +1, Spellcraft +3, Survival -2, Swim +1, Use Magic Device +9 Armor Check Penalty -1
SQ Phantom, Shared Consciousness, Etheric Tether, Bonded Senses
Combat Gear wand of cure light wounds [50/50], acid flask (x3) Other Gear MW scythe (cold iron), kukri, spiked gauntlet (cold iron), sling, bullets (10), studded leather armor, outfit (cold-weather), backpack, bandolier, spell component pouch (x2), bell, candle, chalk, charcoal, fishhook, string, flint and steel, parchment, sewing needle, signal whistle, oil (flask)(x3), tindertwig (x2), earplugs, MW perception tool, 1,003 gp

PHANTOM:

Tyranthraxis (share spells, link)
Phantom
CN medium outsider (phantom)
Init +2; Senses darkvision; Perception +4

DEFENSE
AC 16, touch 14, flat-footed 12 (+2 Dex, +2 dodge, +2 dodge)
hp 18 (2d10, +2 Con)
Fort +4, Ref +2, Will +3

OFFENSE
Speed 30 ft.
Melee 2 slams +3 (1d6+1) + Power from Despair
Space 5 ft; Reach 5 ft.

STATISTICS
Str 12, Dex 15, Con 13, Int 7, Wis 10, Cha 14
Base Atk +2; CMB +3; CMD 14
Feats Bludgeoner
Skills (4): Acrobatics +4, Intimidate +7*, Stealth +7*, Perception +5
*The phantom gains a number of ranks in Intimidate and Stealth equal to its number of Hit Dice.

SPECIAL ABILITIES:

Bonded Senses (Su): At 2nd level, as a standard action, a spiritualist can share the senses of her manifested phantom, hearing, seeing, smelling, tasting, and feeling everything her phantom does. She can use this ability a number of rounds per day equal to her spiritualist level, but those rounds do not need to be consecutive. There is no maximum range for this effect, but the phantom and the spiritualist must be on the same plane. The spiritualist can end this effect as a free action.
Bonus Feat: Humans select one extra feat at 1st level.
Miserable Strike (Su): 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 take a –2 penalty on attack and damage rolls for 1 round. This is a mind-affecting fear and emotion effect. Penalties from multiple hits don’t stack with themselves.
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.
Power from Despair: The phantom gains a +2 bonus on attack and damage rolls against creatures that are shaken, frightened, panicked, cowering, or subject to effects such as aura of despair or crushing despair.
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.
Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.
Spellcasting: 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 Wisdom 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 Wisdom 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 Wisdom 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 Wisdom 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.
Weapon and Armor Proficiency: A spiritualist is proficient with all simple weapons, kukris, saps, and scythes, as well as with light armor.

BACKGROUND:

PFS:

Boons and Vanities:

Inside Knowledge: You gain a +2 bonus on Knowledge (local) checks about the Aspis Consortium and can roll such checks untrained. You can cross this boon off the Chronicle sheet to take 20 on a single Knowledge (local) check about the Aspis Consortium.

PFS# 132076-45
XP 3
Prestige/Fame 4/6
Faction The Exchange
-Faction Card [0 goals]
Scenarios Completed
*The Confirmation [1 XP, 2 PP, 430 gp]
-Bought MW scythe (cold iron) [-336 gp], wand of cure light wounds [-2 PP], MW perception tool [-50 gp]
*The Consortium Compact [1 XP 2 PP 430 gp]
*First Steps (In Service to Lore), [1 XP, 2 PP, 417 gp]

Level Progression:

Level 1:
Class Taken: Spiritualist
Class Feature Gained: etheric tether, knacks, phantom, shared consciousness
Hit points Gained: 1d8, + 2 Con, +1 favored
Skill Points (3+1): bluff (1), intimidate (1), perception (1), use magic device (1)
Feats: antagonize, emotional conduit

Level 2:
Class Taken: Spiritualist
Class Feature Gained:
Hit points Gained: 1d8, + 2 Con, +1 favored
Skill Points (3+1): intimidate (1), perception (1), spellcraft (1), use magic device (1)

Dice:

[dice=MW scythe (cold iron)]1d20+4;2d4+3[/dice]
[dice=Slam]1d20+3;1d6+1[/dice] + Power from Despair
[dice=Slam]1d20+3;1d6+1[/dice] + Power from Despair

https://www.reddit.com/r/Pathfinder_RPG/comments/3r3ikl/sundays_class_discu ssion_spiritualist/?utm_source=amp&utm_medium=comment_heade

http://paizo.com/threads/rzs2tv3z?Character-Advice-Spiritualist-Phantoms-An ger

http://paizo.com/threads/rzs2tj1w?Interesting-idea-for-a-spiritualistneeds- some

http://paizo.com/threads/rzs2u4h4?Help-making-a-disabler-spiritualist

*Headband, Dead Man’s
*Miserable Strike, Will Saving Throw (DC = 10 + 1/2 the phantom’s Hit Dice + the phantom’s Charisma modifier)