Monk

Miren Goitia's page

251 posts. Alias of Treppa.


Full Name

Miren Goitia

Race

Spiritualist 1

Classes/Levels

(Init +2; hp: 19/19; AC: 12 t 12 ff 10 Senses: per +8, llv Saves: F+4 R+2, W+5 (+4 v mind-affecting, +2 v fear))

Gender

Human

Size

M

Age

19

Alignment

NG

Deity

hp: 19/19 AC: 12 t 12 ff 10 Senses: per +8, llv Saves: F+4 R+2, W+5 (+4 v mind-affecting, +2 v fear)

Strength 13
Dexterity 14
Constitution 12
Intelligence 14
Wisdom 18
Charisma 12

About Miren Goitia

Build process, history, deets are saved in this Google Drive folder.

Mirin Goitia
Orig: Sani Hathale
Female? human (Basque/Diné) spiritualist 2 (Pathfinder RPG Occult Adventures 72)
NG Medium humanoid (human)
Init +2; Senses Perception +8, low light vision
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Defense
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AC 12, touch 12, flat-footed 10 (+2 Dex), DR 5/evil
hp 19 (1d8+7) (8 + 2 CON (1st level) + 3 (toughness))
Fort +4, Ref +2, Will +5; +4 bonus vs. mind-affecting, +2 bonus vs fear
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Offense
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Speed 30 ft.
Melee kukri +2 (1d4+1)
Spiritualist Spells Known (CL 2st; concentration +6)
1st (1/day)—mage armor (tsisteeł), protection from evil (haʼasídí), shield, [cure light wounds (4/day)]
knacks (at will)—daze (DC 14)(Níyoltsoh), detect magic (yishʼį́), detect psychic significance (anàà zhjíí)[OA], light (’adinidíín), message
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Statistics
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Str 13, Dex 14, Con 12, Int 14, Wis 18, Cha 12
Base Atk +1; CMB +2; CMD 14
Feats: Toughness, Spell Penetration
Traits: The Journey (+2 trait bonus to Will saves against Fear effects), Son of a Gun (Combat) Proficiency with a single simple or advanced firearm (Winchester 1866 Short Built to honor the Old West and those who fought in it, this centerfire rifle is available in two models; one that carries 10+1 .44-40 Winchester rounds, or 11+1 .38 S&W Special rounds. Weighing a full 7 lbs. loaded, this rifle features a full-length magazine tube and open-top ejection port. Winchester 1866 Short (.38 Win) 2d8 20 80 ft. 1 12 7 lbs. P/B), Fine Details (retry Heal check that fails by Career tier or less as a full round action with autosuccess)
Skills: (5+2) class trained ranks– Acrobatics (Dex) +2, Appraise +3 (psychometry 1/day), Bluff (Cha) +1-2, Craft (Int) +2, Diplomacy (Cha) +1-2 (hypnotism 1/day), Drive (Dex) +2, Heal (Int) +9 (FR action to retry w/autosuccess if failure <1) (faith healing 1/day), Handle Animal(Cha) +1-2+1, Intimidate(Cha) +5, Knowledge ((Occult)) (Int) +6, Linguistics +6 (automatic writing 1/day) Perform (drawing) (Cha) +5-2+1, Perception(Wis) +8 (read aura 1/day), Profession(Wis) +4, Sense Motive(Wis) +8 (prognostication 1/day), Stealth +3, Survival +5 (dowsing 1/day)
Threshold: 0
Bloodline: Seraphic Blooded (sin eater)
Blood Points: 7-7=0, purchases below
Harbinger’s Shield (Ex) -- Seraphic-blooded humans have DR 5/evil (3 BP)
King Solomon’s Touch (Sp) – Seraphic-blooded humans can cast cure light wounds as a spell-like ability a number of times per day equal to ½ their character level + their WIS bonus (3 BP)
Angel’s Sight (Ex) – Seraphic-blooded humans have low-light vision (1 BP)
Racial Traits: +2 WIS, +2 CHA
Languages English 2, Spanish 1, Diné (Navajo) 1
SQ etheric tether, phantom (Phantom, fear), shared consciousness
Armor proficiency: None
Weapon proficiency: simple, kukri, sap, scythe, bonded weapon.
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Special Abilities
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Knacks
Pierce the veil (p 10)
Etheric Tether (Su) Lose hp to prevent damage to phantom that would banish it to ethereal. Phantom must remain close when manifested or concentration required.
Phantom (Shared Consciousness) Phantom can manifest as a separate creature or provide bonuses while sharing your mind.
Shared Consciousness (1/day) (Su) Gain skill focuses and +4 vs. mind-affecting when not manifesting a phantom.
Spells per day: 1/-/-
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Career
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Rescue Worker Path. Part-time EMT. Modifier: Int. Skill: Survival. (Physical. )
Monthly Income -4: $2,000/mo. Lifestyle: Poor (share apartment, bicycle/bus, -2 to Cha-based skills) Monthly savings: $1,500 for 12 months: $18,000 in the bank (saved for college) less equipment.
TIER 1 TALENT Fine Details You choose one skill that best represents your rescue training expertise. Whenever you fail a check using your designated skill by less than your tier modifier, you can spend a full-round action to make the check successful. (Heal)

Phantom (Miren Goitia)(yázhí) CR –
Phantom (Pathfinder RPG Occult Adventures)
NG Medium outsider (phantom)
Init +2; Senses darkvision 60 ft.; Perception +0
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Defense
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AC 15, touch 13, flat-footed 12 (+2 Dex, +1 dodge, +2 natural)
hp 17 (2d10+2)
Fort +1, Ref +5, Will +2
DR 5/slashing
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Offense
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Speed 30 ft.
Melee 2 slams +3 (1d6+1)
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Statistics
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Str 12, Dex 14, Con 13, Int 7, Wis 10, Cha 13
Base Atk +1; CMB +2; CMD 15
Feats Dodge, Stealthy
Skills Escape Artist +9, Intimidate +7, Stealth +9
Languages Common
SQ ectoplasmic phase lurch, horrifying strike
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Special Abilities
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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.
Horrifying Strike (DC 11) (Su) Slam causes foe to be shaken 1d4 rds (Will neg).

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.

Format: incorporeal; Location: Defensive Abilities.