Monday Daud's page

1,227 posts. Alias of Rysky.


Female Human Spiritualist Init +3 | Perception +11 | AC17/T12/FF14 | HP 20/20 | Fort +5 / Ref +2 / Will +8 | CMB +3 / CMD 15

Strength 14
Dexterity 14
Constitution 14
Intelligence 8
Wisdom 20
Charisma 14

About Monday Daud

Nickname for Tuesday: Tuez


HP: 20
MaB: 1+2=3
RaB: 1+2=3
CmB: 1+2=3

CMD: 10+1+2+2=15

Fortitude: 3+2=5
Reflex: 0+2=2
Will: 3+5=8

Bluff: +2+2+3=7
Heal: +2+5+3=10
Knowledge (Arcana): +2-1+3=4
Knowledge (Religion): +2-1+3=4
Perception: +2+5+1+3=11
Sense Motive: +2+5+3=9


Becoming a spiritualist is not a calling; it’s a phenomenon. When a creature dies, its spirit flees the body and begins the next stage of its existence. Debilitating emotional attachment during life and other psychic corruption causes some spirits to drift into the Ethereal Plane and descend toward the Negative Energy Plane. Some of these spirits are able to escape the pull of undeath and make their way back to the Material Plane, seeking refuge in a psychically attuned mind. Such a fusing of consciousnesses creates a spiritualist—the master of a single powerful spirit whom the spiritualist can manifest upon the world to do her bidding.
Role: The spiritualist seeks the occult and esoteric truth about life, death, and the passage beyond, using her phantom as guide and tool. The connection with her phantom spirit allows her to harness the powers of life and death, thought and nightmare, shadow and the pursuit of ultimate truths.
Alignment: Any.
Hit Die: d8.
Starting Wealth: 3d6 × 10 gp (average 70 gp).
The spiritualist’s class skills are Bluff (Cha), Craft (Int), Fly (Dex), Heal (Wis), Intimidate (Cha), Knowledge (all) (Int), Linguistics (Int), Profession (Wis), Sense Motive (Wis), Spellcraft (Int), and Use Magic Device (Cha).
Skill Ranks per Level: 4 + Int modifier.

The following are the class features of the spiritualist.
Weapon and Armor Proficiency: A spiritualist is proficient with all light weapons, kukris, saps, and scythes, as well as with light armor.

Spells: A spiritualist casts psychic spells drawn from the
spiritualist spell list (see page 53). 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 is 10 + the spell level + the spiritualist’s Wisdom modifier.
A spiritualist can cast only a certain number of spells of each spell level each day. Her base daily spell allotment is given on Table 8: Spiritualist. In addition, she receives bonus spells per day if she has a high Wisdom score (see Table 1–3 on page 17 of the Pathfinder RPG Core Rulebook).
A spiritualist’s selection of spells is extremely 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 gains one or more new spells as indicated on Table 9: Spiritualist Spells Known on page 52. (Unlike spells per day, a spiritualist’s Wisdom score does not affect the number of spells she knows. The numbers on Table 9 are fixed.)
Upon reaching 5th level, and at every third spiritualist level thereafter (8th, 11th, and so on), a spiritualist can choose to learn a 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 one 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 9 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, due to metamagic feats, for example, consume spell slots as normal.

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 either harbors the creature within her consciousness or manifests it as ectoplasm or incorporeal essence. A phantom has the same alignment as the spiritualist, and it can speak all the languages its master can. A spiritualist can harbor its phantom in her consciousness (see the shared consciousness class feature), manifest it partially (see the bonded manifestation class feature), or fully manifest it as either an ectoplasmic or incorporeal creature. Fully manifested phantoms are treated as summoned creatures from the Ethereal Plane, except that they are not sent back to the Ethereal Plane until reduced to a number of negative hit points equal to or greater than their Constitution scores.
A spiritualist can fully manifest her phantom with a ritual that takes 1 minute to perform. When manifested in this way, the phantom’s hit points are unchanged from the last time it manifested. The only exception to this is if the phantom was slain and returned to the Ethereal Plane, in which case it returns with half its maximum hit points. The phantom does not heal naturally, and can only be healed magically or tended to with the Heal skill while fully manifested. The phantom stays manifested until dismissed by the spiritualist (a standard action) or it is returned to the Ethereal Plane. If the phantom is returned to the Ethereal Plane, it cannot return to the spiritualist’s consciousness or manifest again for 24 hours.
While fully manifested, a phantom cannot be returned to the Ethereal Plane by means of dispel magic, but spells such as dismissal and banishment work normally. If the spiritualist is unconscious or asleep, the phantom immediately returns to the spiritualist’s consciousness. If the spiritualist is killed, the phantom is returned to the Ethereal Plane, and cannot return to the spiritualist’s consciousness until 24 hours after the spiritualist is brought back to life. A phantom cannot be dismissed or banished (by 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.
When a phantom fully manifests, its Hit Dice, saving throws, skills, feats, and abilities are tied to the spiritualist’s class level and increase as the spiritualist gains levels.
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 manifest) in the presence of an eidolon summoned by the phantom’s master. Furthermore, if it is manifested when such a creature is summoned, it immediately retreats into its spiritualist’s consciousness, and will not manifest again until the eidolon is dismissed.

Shared Consciousness (Su): Starting at 1st level, while the phantom is confined within the spiritualist’s consciousness (not stranded on the Ethereal Plane or fully manifested), it grants the spiritualist Skill Focus (as the feat) in two skills determined by the phantom’s emotional focus, as well as a +2 bonus on saving throws against all mind-affecting effects. Furthermore, once per day, when the spiritualist fails a saving throw against a mind-affecting effect, as an immediate action it 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, she does not gain the Skill Focus granted by her phantom, the bonuses to saving throws against mind-affecting effects, and can’t use this ability to shunt a mind affecting effect into the phantom’s consciousness or manifest her phantom in any way.

Etheric Tether (Su): Starting 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, without using an action, sacrifice any number of hit points she has. 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. When a spiritualist starts her turn and her 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 phantom immediately snaps back through the tether into the spiritualist’s consciousness. This concentration check can be interrupted like a spell with a caster level equal to 1 + 1 for every 10 feet beyond 50 feet that the phantom is from the spiritualist. If the tether is interrupted, the phantom immediately returns to the Ethereal Plane and cannot be summoned from that plane for 24 hours.
If the phantom is ever more than 100 feet away from its spiritualist, the tether is automatically broken and the phantom immediately returns to the Ethereal Plane and cannot be summoned from that plane for 24 hours.

Bonded Sense (Su): Starting at 2nd level, as a standard action, the 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 range to this effect, but the phantom and the spiritualist must be on the same plane. The spiritualist can end this effect as a free action

Updates: Here are the official changes to the class:

Class Features
Weapon and Armor Proficiency: The spiritualist is proficient in all simple weapons not light weapons.
First Level Spells Per Day: At first level ignore the 1/day in the 1st level slot, the spiritualist has a base of 1 1st-level spell per day at 1st level, and no 2nd-level spells at that level.
Bonded Manifestation: The first sentence in the 3rd paragraph should begin "At 8th level, and every 5 levels thereafter..."
Armor Bonus: The first sentence should read, "The number noted here is the increase to the phantom's natural armor bonus when manifested as an ectoplasmic creature, and its deflection bonus when manifested as an incorporeal creature."
Phantom Starting Statistics: Add, "Type: Outsider (phantom)" to the beginning of the stat block and change AC to, "AC +2 dodge (in incorporeal form) or +2 natural armor (in ectoplasmic form)"
Haste and slow should be on the the 3rd-level spiritualist spell list, not the 2nd-level list.
Tongues is on both the 3rd- and 4th-level spiritualist spell list, it should only be on the 3rd-level list.


Ability Score Racial Traits: Human characters gain a +2 racial bonus to one ability score of their choice at creation to represent their varied nature.

Size: Humans are Medium creatures and thus receive no bonuses or penalties due to their size.

Base Speed: Humans have a base speed of 30 feet.

Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic). See the Linguistics skill page for more information about these languages.

Silver Tongued Human are often adept at subtle manipulation and putting even sworn foes at ease. Humans with this trait gain a +2 bonus on Diplomacy and Bluff checks. In addition, when they use Diplomacy to shift a creature's attitude, they can shift up to three steps up rather than just two. This racial trait replaces skilled.

Focused Study All humans are skillful, but some, rather than being generalists, tend to specialize in a handful of skills. At 1st, 8th, and 16th level, such humans gain Skill Focus in a skill of their choice as a bonus feat. This racial trait replaces the bonus feat trait.

Feats & Traits:

Conspiracy Hunter: You’ve long heard rumors of dark deeds afoot in Westcrown. Shipments of valuable cargo that go missing with nary a trace or question asked. People who disappear as though they never existed. Lords of business and nobles who speak in veiled references and accidental slips of masters even they must obey. What lords rule the Westcrown underworld? Do the tales of far-reaching criminal organizations hold a hint of truth? Could the fabled Council of Thieves, said to have been purged from the city ages ago, have somehow survived or reformed? And what hold do they hold over the city today? You don’t know, but you’re determined to find out! Choose one of the following skills: Bluff, Diplomacy, Knowledge (local), Perception, Sense Motive, or Stealth. You gain a +1 trait bonus on this skill and it is always considered a class skill for you.

Spirit Sense
You are so attuned to the spiritual world that it is hard to get the jump on you.
Benefit: You gain a +2 trait bonus on Perception checks to avoid being surprised and to detect invisible or incorporeal creatures.

Passionate Inertia (Social): Your passions drive your thinking so irresistibly that even magic struggles to change your mind. You gain a +2 trait bonus on Will saves to resist having your mind changed about something, but you take a –1 penalty on Will saves to resist temptation and compulsions you might reasonably be already inclined toward.

Your love for another occupies your every thought, and you become despondent when you are away from that person.
Effect(s) The person is chosen by your GM (with consideration to your roll on Table: Romantic Relationships if you used the background generator). At the start of each day, if you are away from this person you take a –2 penalty on initiative checks and Perception checks. If you ever lose or fall out of love with this person, exchange this drawback for the Doubt drawback.


Vibrant and aloof this seemingly demure woman of Ustalavic blood bears dull red eyes and messy black hair. She covers her pale figure with a heavy dark gothic dress, a blend of Ustalavic and Varisian styles, though she wears slacks underneath incase the need for movement is called for.


Around those she doesn't know she prefers to pass herself off as a demure and soft spoken lady, deferring to the imposing stoic form of her brother as if he might be her boss, or to those who are aware of his condition, a malevolent spirit possesing her. In truth she is very energetic, outspoken, and curious and loves to drop that charade of meekness the moment she feels she can confide in others. This stems out of a desire to make others let their guard down around her as much as it is due to her general mischievousness. Growing up in Ustalav she always had an appreciation for the occult but after her awakening as a Spiritualist she devours any hint of supernatural related knowledge, despite her abhorrence towards studying. Even when perfectly mundane reasons are presented for events she prefers to see supernatural machinations behind every door abd curtain.


Never one to resist a good story or rumour Monday was always the child that would stick her head down a snake hole to see what lie beyond, sometimes not always figuratively. While collecting tidbits of occult and paranormal knowledge that would hopefully reveal more insight into her brother's condition in Cheliax the whsipers of goings on, both supernatural and mundane, in Westcrown prick upon her ear, causing her to stride headstrong towards wherever the source the rumours sprouted from.


Growing up in Ustalav the fraternal twins Monday and Tuesday were an oddity among Daud siblings in that they could stand to be in the same room as one another without one trying to kill the other. This mutual affectation blossomed as they proved to an effective team at hunting and tracking in the dark forests of their homeland, so much that when a hydra had made a mess of the nearby farmer's livestock and family they were among the youngest asked to joing along on the hunt for the creature. It was supposed to be so simple really, find the beast, let loose a volley of pitch covered arrows and then thoroughly chop up whatever was left. But no plan, no matter how well thought out, survives contact with reality. They and the dozens of other hunters and proclaimed monster hunters found the beast easily enough, slumbering in a fen. They set up easily enough, lured it easily enough, and killed it easily enough. It's mate on the other hand was a completely different matter.
One of the last things Monday remembers from that night amidst the cheering and drinking of a succesful hunt is a painful piercing vice clamping down on her side and freeing her from the ground. Everything seemed to move so slow. She saw the other hunters trying to run, for safety or to the pitch arrows they had ledt over. She saw Tuesday running towards her with an axe drawn. She saw a great green blur swipe at her brother's neck in passing. And she saw the red plume out from where his neck used to be right after. That last thing she remembers before her eyes closed was her brother crumpling tot the ground, his arms not outstretched towards his wound leaking out his life, but towards her. With tears running down her face she reached her hand out towards him, and then there was darkness.
She never found out what happened to the hydra or the other hunters. Just over her few few bouts of consciousness that came next she recalls being held, being cradled, being carried through the woods. When she finally did wake for good she found herself in an unfamiliar bed, a healer's she would later find out, with no sign of whoever had saved her. When she asked those around her they couldn't give her a solid answer, for no one saw the man leave, or really, if he had been there in the first place. And so for the first time in her life, she was truly alone. Yet she did not feel alone.
The manifestations started out small over the next couple of weeks, small things she was searching for seeming to come to her or find themselves in her pockets, even if someone else had currently been using them. The door to her room proving steadfast in it's resistance to anyone trying to come in, even if she had locked them. And her dreams, instead of visions of terror and snakelike monstrosities her brother was always waiting for her on the other side of the waking world, ready with a smile and a hug to engage in the games they played so happily in the days before. And then one morning when she awoke there he sat across from her, wearing a faint smile. Her brother had come back to her.
Putting affairs in order she and Tuesday soon left Ustalav (and hydras) behind, lest a curious necromancer or Pharasmin inquisitor seek them out. Searching all over for a "cure" to his condition, or really any tangential information that could prove of use they have been traveling ever since. Together.