About Porcia
Porcia
Female changeling spiritualist (fractured mind) 5/sorcerer*
N Medium humanoid (changeling)
Init +6; Senses darkvision 60 ft.; Perception -1
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Defense
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AC 11, touch 11, flat-footed 10 (+1 Dex)
AC (with mage armor) 15, touch 11, flat-footed 14 (+4 armor, +1 Dex)
hp 38 (5d8+10)
Fort +6, Ref +3, Will +10; +4 bonus vs. mind-affecting (when Varinia is in shared consciousness), +2 bonus vs. gaze attacks and visual illusions
Defensive Abilities spiritual interference
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Offense
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Speed 30 ft.
Melee 2 claws +1 (1d4-2)
Special Attacks bonded manifestation (8 rounds/day)
Changeling Spell-Like Abilities (CL 5th, concentration +11)
. . 1/day—early judgement (DC 17)
Sorcerer Spell-Like Abilities (CL 5th; concentration +11)
. . 9/day—twisted fortune (DC 18)
Spiritualist Spell-Like Abilities (CL 5th; concentration +11)
. . 1/day—bungle (DC 18)
Spiritualist (Fractured Mind) Spells Known (CL 5th; concentration +11)
. . 2nd (4/day)—ghoul touch (DC 18), invisibility, touch of idiocy
. . 1st (6/day)—protection from evil, remove fear, telempathic projection (DC 17), touch of gracelessness (DC 17)
. . 0 (at will)—detect magic, light, mending, message, read magic, stabilize
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Statistics
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Str 7, Dex 13, Con 12, Int 14, Wis 9, Cha 22
Base Atk +3; CMB +1; CMD 12
Feats Improved Initiative, Skill Focus (Intimidate)*, Skill Focus (Stealth)*, Steadfast Personality
*only when phantom is in shared consciousness
Traits Bloody-Minded, Fate's Favored, Trustworthy
Drawback Tainted Spirit
Skills Bluff +14 (+15 to fool others), Diplomacy +14, Intimidate +17 (+20 when Varinia is in shared consciousness), Knowledge (arcana) +7, Knowledge (local) +7, Knowledge (nature) +6, Knowledge (planes) +7, Knowledge (religion) +7, Sense Motive +3, Spellcraft +6, Stealth +1 (+4 when Varinia is in shared consciousness), Use Magic Device +14
Languages Aklo, Common, Draconic, Giant
SQ bloodline (harrow), bonded senses (5 rounds/day), emotional power, etheric tether, hag magic, phantom (Varinia, despair), shared consciousness, tainted spirit, twisted fortune
Combat Gear wand of cure light wounds (50/50 charges), wand of mage armor (50/50 charges), wand of magic missile (50/50 charges); Other Gear cloak of resistance +1, elixir of thundering voice (2/2 elixirs), headband of alluring charisma +2, pendant in the style of the mute hag harrow card (masterwork tool: Intimidate), 199 gp
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Special Abilities
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Bonded Manifestation (8 rounds/day) (Su) At 3rd level, as a swift action, a spiritualist can pull on the consciousness of her phantom and the substance of the Ethereal Plane to partially manifest aspects of both in her own body. When she does, she uses this bonded manifestation to enhance her own abilities while the phantom is still bound to her consciousness. For the spiritualist to use this ability, the phantom must be confined in the spiritualist's consciousness; it can't be manifested in any other way. During a bonded manifestation, the phantom can't be damaged, dismissed, or banished. A spiritualist can use bonded manifestation a number of rounds per day equal to 3 + her spiritualist level. The rounds need not be consecutive. She can dismiss the effects of a bonded manifestation as a free action, but even if she dismisses a bonded manifestation on the same round that she used it, it counts as 1 round of use. When a spiritualist uses this ability, she must choose either ectoplasmic or incorporeal form. When she makes this choice, she gains all of the abilities based on the form she chooses and her spiritualist level.
• Ectoplasmic Bonded Manifestation: When a spiritualist uses this ability and chooses ectoplasmic form, she gains an ectoplasmic shield that protects her without restricting her movement or actions. She gains a +4 shield bonus to Armor Class; this bonus applies to incorporeal touch attacks. The ectoplasmic shield has no armor check penalty or arcane spell failure chance. At 8th level, the spiritualist also sprouts a pair of ectoplasmic tendrils from her body. Once per round as either a swift or a standard action (spiritualist's choice), the spiritualist can use one or both tendrils to attack creatures within her melee reach (using the attack bonus and damage dice of her ectoplasmic manifested phantom) or to manipulate objects. She can even use that action to have one tendril make an attack and the other manipulate an object, as long as that object can be manipulated with one hand. At 13th level, the phantom's ectoplasm clings to the spiritualist like a suit of armor. This grants the spiritualist a +6 armor bonus to AC without imposing an armor check penalty, an arcane spell failure chance, or any reduction in speed. At 18th level, the spiritualist can take a full-round action to attack all creatures within her melee reach with her tendrils (using the attack bonus and damage dice of her ectoplasmic manifested phantom). When she does, she rolls the attack roll twice, takes the better of the two results, and uses that as her attack roll result against all creatures within her melee reach. If the better attack roll threatens a critical hit, the spiritualist chooses one target that she hit to confirm the critical hit against. The other attacks that hit are considered normal hits rather than critical threats.
• Incorporeal Bonded Manifestation: When a spiritualist uses this ability and chooses incorporeal form, she becomes shrouded in a haze of insubstantial mist, granting her concealment against ranged attacks. At 8th level, the spiritualist can better affect incorporeal creatures with melee attacks; her unarmed strikes and melee weapon attacks are treated as if they had the ghost touch magic weapon special ability. At 13th level, the spiritualist can take a standard action to become invisible (as the invisibility spell) until the start of her next turn. At 18th level, the spiritualist gains the incorporeal subtype and a fly speed of 30 feet (good) while using this form of bonded manifestation.
Bonded Senses (5 rounds/day) (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.
Claws Changelings' fingernails are hard and sharp, granting them two claw attacks (1d4 points of damage each).
Darkvision (60 feet) Changelings see perfectly in the dark up to 60 feet.
Emotional Power The fractured mind gains a number of spell-like abilities, which are tied to her phantom's emotional focus. She gains one spell-like ability at 5th level, a second at 7th level, a third at 9th level, and a fourth at 16th level. A fractured mind can use each of these abilities once per day, plus one additional time per day for every 4 spiritualist levels she possesses beyond the level at which she gained the spell-like ability. The saving throw DCs for these spell-like abilities are equal to 10 + 1/2 the fractured mind's spiritualist class level + the fractured mind's Charisma modifier, rather than being based on the spell's level. The spell-like abilities granted by each emotional focus are listed below.
• Despair: bungle (5th), stricken heart (7th), doom (9th), crushing despair (16th).
Emotional Spellcasting A fractured mind's ability to cast spells is tied to the force of her own spirit rather than her connection to the spirit world. As a result, she uses her Charisma score rather than her Wisdom score to determine the highest spell level she can cast, the saving throw DCs of spells she casts, and her bonus spells per day. This ability alters spellcasting.
Etheric Tether (Su) 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. This concentration 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.
Hag Magic (Early Judgement (DC 17), 1/day) (Sp) Some changelings have an innate talent for magic. They can choose one 1st- or 0-level spell from the witch spell list that does not have a material component costing more than 1 gp. They can use the chosen spell as a spell-like ability once per day if it is a 1st-level spell or three times per day if it is a 0-level spell (caster level equal to the changeling's character level). This racial trait replaces natural armor.
Phantom Phantom can manifest as a separate creature or provide bonuses while sharing your mind.
Shared Consciousness (1/day) (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.
Spiritual Interference (Ex) At 4th level, whenever a spiritualist is within the reach of her ectoplasmic manifested phantom, she gains a +2 shield bonus to her Armor Class and a +2 circumstance bonus on her saving throws. She doesn't gain these bonuses when the ectoplasmic manifested phantom is grappled, helpless, or unconscious. A spiritualist within 30 feet of her incorporeally manifested phantom receives a +2 circumstance bonus on saving throws against mind-affecting effects. This bonus is a supernatural ability and does not apply if the phantom is unconscious.
Tainted Spirit At the end of any combat, you must attempt a Fortitude saving throw. The DC is 10 + the number of rounds you acted in combat. If you fail this save, you become fatigued for 10 minutes per round you acted during that encounter.
Twisted Fortune (9/day, DC 18) (Sp) At 1st level, you can use your supernatural insight to hijack the fortunes of a single target within 30 feet. For 1 round, the target becomes confused and cannot directly control its actions (Will negates). Once a creature has been affected by twisted fortune, it is immune to the ability's effects for 24 hours. You can use this ability a number of times per day equal to 3 + your Cha modifier.