Philip 'Buckets' O'Gold *WIP*'s page

1 post. Alias of GM_Drake.


Race

quality & subtype; Appraise +4, Bluff +6, Disable Device +8, Per +4, Sleight of Hand +7, Stealth +10 [spoiler=Attacks, SLA, etc.] 2 slams +5 (1d3+1 B) (crit 19-20/x2), Darkvision 60', Deft Maneuvers +5; Eye of Avarice+1, Link, Mythmaker (Trickster),

Classes/Levels

Phase Lurch, Ruthless Combatant, Share Spells, Sneak Attack +1d6 (2/day)[/spoiler]

Gender

CG small male outsider (leprechaun trickster phantom of greed);Darkvision 60', Per +4, Spd 30 ft;HP 13/13 (Con 13), F+4, R+5, W+0; ecto AC 17 (Tch 13, FF 15); inco AC 17 (Tch 17, FF 15); Defenses: Ecto: DR 5/slashing; Inco: incorporeal special

Special Abilities

Darkvision 60', Eye of Avarice, Link, Mythmaker Trickster, Phase Lurch, Ruthless Combatant (slam 19-20/x2), Share Spells, Sneak Attack +1d6 (2/day), ectoplasmic form, incorporeal form

Strength 12
Dexterity 15
Constitution 13
Intelligence 7
Wisdom 10
Charisma 14

About Philip 'Buckets' O'Gold *WIP*

Greed phantom

Philip's ectoplasmic form Thematic slam attacks: He manifests his mug and a bag of coins when he makes slam attacks. His mug and bag of coins are part of his ectoplasmic form.

Philip's incorporeal form. How Philip usually handles opening locks and disable traps is being in incorporeal form while he looks at the lock or trap, then Preacher shifts him to ectoplasmic form and uses mage hand to get Philip's MW thieves tools to the leprechaun.

Philip 'Buckets' O'Gold's Lv 2 summary:

CG small outsider (phantom)
Init +2, Senses Darkvision 60', Perception +0

DEFENSE

Ectoplasmic form AC 17, touch 13, flat-footed 15 (+2 Dex, +4 natural, +1 size)
Incorporeal form AC 17, touch 17, flat-footed 15 (+2 Dex, +4 Deflection, +1 Size)
hp 13 (2d10+2)
Fort +4, Ref +5, Will +0
Ectoplasmic form DR5/slashing
Incorporeal form Immune to critical hits and precision-based damage, unless the attacks are made using a weapon with the ghost touch special weapon quality. In addition, creatures with the incorporeal subtype gain the incorporeal special quality. Immune to all nonmagical attack forms. Even when hit by spells or magic weapons, it takes only half damage from a corporeal source. 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.

OFFENSE

Speed 30 feet
Melee 2 slams +5 (1d4+1 B) (crit 19-20/x2)
Space 5 ft. Reach 5 ft.

Special Attacks

Melee Deft Maneuvers +5
Sneak Attack +1d6 (2/day)

Ruthless Combatant (Su): Philip threatens a critical hit with his slam attacks on a result of 19–20. At 11th level, his critical multiplier with slam attacks increases to ×3.

Mythmaker (Trickster): Philip gains the sneak attack rogue class feature as a rogue of a level equal to his Hit Dice. He can use the sneak attack ability a number of times per day equal to his Dexterity modifier (minimum 1). At 12th level, whenever Philip is in darkness or dim light, he can move at full speed without taking a penalty on Stealth checks.

Sneak Attack +1d6 (2/day)

Spell-like Abilities

STATISTICS

Str 12, Dex 15, Con 13, Int 7, Wis 10, Cha 14
Base Atk +2; CMB +3 (+5 Deft Maneuvers), CMD 14 (16 vs Deft Maneuvers)
Feats Deft Maneuvers
Skills Appraise +4, Bluff +6, Disable Device +9, Sleight of Hand +7, Stealth +10
Languages Celestial, Iblydosian, Giant, Gnome, Sylvan, Taldane

SQ Eye of Avarice: Philip adds half his number of Hit Dice (minimum 1) as a bonus on his Appraise checks.

Ectoplasmic: When the spiritualist manifests her phantom in ectoplasmic form, the phantom gains the following abilities.

Damage Reduction: A phantom manifested in ectoplasmic form has DR 5/slashing. When the spiritualist reaches 5th level, the phantom gains DR 5/magic. At 10th level, the damage resistance increases to 10/magic. At 15th level, it increases to 15/magic, and at 20th level, the damage reduction becomes DR 15/—.

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: When the spiritualist chooses to manifest the phantom in incorporeal form, the phantom appears within 30 feet of the spiritualist as a ghostly apparition. It gains the incorporeal subtype (Pathfinder RPG Bestiary 301), including a deflection bonus to AC equal to its Charisma modif ier. 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.

Appraise +4 (2 ranks, + 3 class skill, -2 Int, +1 Eye of Avarice)
Bluff +6 (1 rank, +3 class skill, +2 Cha)
Disable Device +8 (1 rank, +3 class skill, +2 Dex, +2 MW tools)
Perception +4 (1 rank, +3 class skill, +0 Wis)
Sleight of Hand +7 (2 ranks, +3 class skill, +2 Dex)
Stealth +10 (1 rank, +3 class skill, +2 Dex, +4 size)

Leveling Plan:

Lv 1: Str 12, Dex 14, Con 13, Int 7, Wis 10, Cha 13
Lv 2: Str 12, Dex 15, Con 13, Int 7, Wis 10, Cha 14
Lv 5: Str 12, Dex 17, Con 13, Int 7, Wis 10, Cha 15
Lv 8: Str 12, Dex 18, Con 13, Int 7, Wis 10, Cha 16
Lv 10: Str 12, Dex 20, Con 13, Int 7, Wis 10, Cha 17
Lv 12: Str 12, Dex 21, Con 13, Int 7, Wis 10, Cha 18
Lv 15: Str 12, Dex 23, Con 13, Int 7, Wis 10, Cha 19
Lv 17: Str 12, Dex 24, Con 13, Int 7, Wis 10, Cha 20
Lv 20: Str 12, Dex 25, Con 13, Int 7, Wis 10, Cha 21

Skill ranks: Appraise, Disable Device, Sleight of Hand and Stealth will each go up by a rank at each class level except for class levels 4th, 8th, 12th, 16th and 20th (because phantoms do not gain additional hit dice at those levels). The ranks in Stealth will be 1 less than maximum ranks due to Bluff getting a rank instead of Stealth at 1st level.

The bonus for Appraise will increase by an additional +1 at every class levels 5th, 7th, 10th, 13th, 15th and 18th, due to Eye of Avarice.

The bonuses for Disable Device, Sleight of Hand and Stealth will get an addtional +1 increase at class levels 5th, 8th, 10th, 15th and 17th level, due to increases to Dex.

The bonus for Disable Device will increase by an additional +3 at class level 3rd and again at class level 13th, due to Skill Focus (Disable Device).

The bonuses for Disable Device and Sleight of Hand will each increase by and additional +2 at class level 6th and again at class level 13th, due to the Deft Hands feat.

Feat Level Plan:
Lv 1 (1 HD): Deft Manuevers
Lv 3 (3 HD): Skill Focus (Disable Device)
Lv 6 (5 HD): Deft Hands
Lv 9 (7 HD): Greater Steal
Lv 11 (9 HD): Signature Skill (Disable Device)
Lv 14 (11 HD): Dodge
Lv 17 (13 HD): Wind Stance
Lv 19 (15 HD): Lightning Stance

Philip's Disable Device bonus by level:

Lv 1 (+6)
Lv 2 (+7)
Lv 3 (skill focus) (+11)
Lv 5* (+13)
Lv 6 (deft hands) (+16)
Lv 7 (+17)
(Lv 8*) (+18)
Lv 9 (+19)
Lv 10* (+21)
Lv 11 (+22) (Signature Skill - Disable Device)
Lv 13 (skill focus) (deft hands) (can disarm magic traps) (+28) (+18 vs magic traps)
Lv 14 (+29) (+19 vs magic traps)
Lv 15* (+31) (+21 vs magic traps)
Lv 17* (+33) (+23 vs magic traps)
Lv 18 (+34) (+24 vs magic traps)
Lv 19 (+35) (+25 vs magic traps)

Preacher's Disable Device (to take care of magic traps) by level (if GM okays taking Trapper archetype with planar scout):

Lv 1 (+7) (+1 better than Philip)
Lv 2 (+8)
Lv 3 (+9) (Philip is +2 better)
Lv 4 (+10)
Lv 5 (+11)
Lv 6 (+12) (Philip is +4 better)
Lv 7 (+13)
Lv 8 (+14)
Lv 9 (+15)
Lv 10 (+16) (Philip is +5 better)
Lv 11 (+17)
Lv 12* (+19) (Philip is +3 better)
Lv 13 (+20) (Philip is +8 better) (Preacher +2 better vs magic traps)
Lv 14 (+21)
Lv 15 (+22) (Philip is +9 better) (Preacher is +1 better vs magic traps)
Lv 16* (+24) (Philip is +7 better) (Preacher is +3 better vs magic traps)
Lv 17 (+25) (Philip is +8 better) (Preacher is +2 better vs magic traps)
Lv 18 (+26)
Lv 19 (Deft Hands)(+31) (+26 from distance) (Philip is +4 better) (Preacher is +1 better (from distance) vs. magic traps)
Lv 20* (+33) (+28 from distance) (Philip is +2 better) (Preacher is +3 better (from distance) vs magic traps)

Mythmaker (Trickster): The phantom gains the sneak attack rogue class feature as a rogue of a level equal to the phantom’s Hit Dice. It can use the sneak attack ability a number of times per day equal to its Dexterity modifier (minimum 1). At 12th level, whenever the phantom is in darkness or dim light, it can move at full speed without taking a penalty on Stealth checks.

Baseline Level 2 phantom statistics block:

WIP

Starting baseline (level 1) phantom statistics block:

Type Outsider (phantom); Size As spiritualist or one size category smaller (or one size category larger, if the spiritualist is Small or smaller); Speed 30 ft.; AC +2 dodge (in incorporeal form) or +2 natural armor (in ectoplasmic form); Attack 2 slams (1d6 or 1d4 if size Small); Ability Scores Str 12, Dex 14, Con 13, Int 7, Wis 10, Cha 13.

Baseline (level 2) adjustments:

Hit dice increase by 1
BAB increases by +1
Good saves increase by +1
Skill ranks from emotional focus each increase by +1 ranks
Gains 2 skill ranks to spend on other skills
Armor Bonus increases by +2
Dex increases by +1
Cha increases by +1

The baseline phantom is modified in the following ways for Philip:

The additional class skill Philip has is Disable Device.

The 4 skill ranks Philip has for being a 2nd level phantom are for:

2 ranks in Disable Device
1 rank in Bluff
1 rank in Stealth

The greed emotional focus gives Philip maximum ranks in Appraise & Sleight of Hand, and his good saves are Fortitude and Reflex.

At 2nd level, Philip has the normal phantom special abilities of: Darkvision, Link & Share Spells.

As a 2nd level greed phantom, Philip gains the following:

Eye of Avarice: The phantom adds half its number of Hit Dice (minimum 1) as a bonus on its Appraise checks. While it is confined to the spiritualist’s consciousness, when the spiritualist attempts to identify the properties of a magic item using detect magic, the phantom grants the spiritualist this bonus on Spellcraft check.

Ruthless Combatant (Su): A phantom with this focus threatens a critical hit with its slam attacks on a result of 19–20. At 11th level, its critical multiplier with slam attacks increases to ×3.

As a (mythmaker) trickster phantom, Philip gains the following:

Trickster: The phantom gains the sneak attack rogue class feature as a rogue of a level equal to the phantom’s Hit Dice. It can use the sneak attack ability a number of times per day equal to its Dexterity modifier (minimum 1). At 12th level, whenever the phantom is in darkness or dim light, it can move at full speed without taking a penalty on Stealth checks.

Philip 'Buckets' O'Gold's stats when he was alive:

Mythic Path: Trickster (tier 8)
Class Levels:
Str
Dex
Con
Int
Wis

Mythic Path abilities:

?? class abilities:

?? class abilities:

Priest of the Fallen's phantoms' abilities:

Priest of the Fallen spiritualist archetype

Mythmaker (Su): A priest of the fallen can channel many different hero-god phantoms, though only one at a time. These spirits will not suffer being confined in a mortal’s consciousness and must be manifested in ectoplasmic or incorporeal form or they return to the Ethereal Plane. They each have an emotional focus depending on their personality and retain some of their hero-god powers, determined by their mythic archetype. A priest of the fallen can channel a hero-god phantom with a ritual that takes 1 minute to perform. A priest of the fallen can channel only one herogod phantom per 24 hours, but once channeled, a hero-god phantom remains until a new one is channeled.

Archmage: The phantom gains magic missile and sleep as spell-like abilities. It can use each spell-like ability a number of times per day equal to its Hit Dice, which it uses in place of a caster level. At 12th level, it can also cast fireball and hold person each once per day.

Champion: The phantom gains Weapon Focus (slam) as a bonus feat. At 12th level, it gains Greater Weapon Focus (slam) and Weapon Specialization (slam) as bonus feats.

Guardian: The phantom gains a +2 natural armor bonus when it manifests in its ectoplasmic form, and a +2 deflection bonus to AC when it manifests in its incorporeal form. At 12th level, the phantom increases its maximum hit points by twice its number of Hit Dice.

Hierophant: The phantom gains bane and bless as spell-like abilities. It can use each spell-like ability a number of times per day equal to its Hit Dice, which it uses in place of a caster level. At 12th level, it can also cast prayer and searing light each once per day.

Marshal: The phantom can fill its allies with its triumphant spirit as a standard action, granting them a +1 morale bonus on saving throws against charm and fear effects and a +1 competence bonus on attack and weapon damage rolls for a number of rounds per day equal to 2 + its Charisma modifier. These rounds need not be consecutive. At 12th level, if the phantom is hit by an attack of opportunity, it can use an immediate action to allow an ally to make an attack of opportunity against the creature that attacked the phantom if it’s within the ally’s melee reach.

Trickster: The phantom gains the sneak attack rogue class feature as a rogue of a level equal to the phantom’s Hit Dice. It can use the sneak attack ability a number of times per day equal to its Dexterity modifier (minimum 1). At 12th level, whenever the phantom is in darkness or dim light, it can move at full speed without taking a penalty on Stealth checks.

This alters phantom and replaces shared consciousness.