About Red and Blue
Red
Gnome spiritualist 1 (Pathfinder RPG Occult Adventures 72)
CN Small humanoid (gnome)
Init +2; Senses low-light vision; Perception +11
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Defense
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AC 15, touch 13, flat-footed 13 (+2 armor, +2 Dex, +1 size)
hp 9 (1d8+1)
Fort +2, Ref +2, Will +6; +2 vs. illusions
Defensive Abilities defensive training
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Offense
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Speed 20 ft.
Melee dagger +0 (1d3-1/19-20) or
(M) greatsword -6 (2d6-1/19-20)
Special Attacks hatred
Spell-Like Abilities (CL 1st; concentration +1)
1/day—dancing lights, ghost sound (DC 11), prestidigitation, speak with animals
Spiritualist Spells Known (CL 1st; concentration +5)
1st (2/day)—cure light wounds, mage armor
0 (at will)—detect magic, light, read magic, telekinetic projectile[OA]
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Statistics
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Str 9, Dex 14, Con 10, Int 10, Wis 18, Cha 11
Base Atk +0; CMB -2; CMD 10
Feats Spiritualist’s Call[OA]
Traits efficient packer, seeker
Skills Acrobatics +2 (-2 to jump), Heal +8, Perception +11, Profession (medium) +10, Spellcraft +4; Racial Modifiers +2 Perception, +2 Profession (medium)
Languages Common, Gnome, Sylvan
SQ etheric tether, gnome magic, phantom (Blue, anger), shared consciousness
Combat Gear ectoplasmic residue[OA], magnetized paper[OA]; Other Gear leather armor, dagger, greatsword, backpack, bedroll, belt pouch, censer[OA], flint and steel, incense (oa)[OA] (10), pot, torch (10), trail rations (5), waterskin, 3 gp
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Special Abilities
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Defensive Training +4 Gain a dodge bonus to AC vs. monsters of the Giant subtype.
Efficient Packer Treat Strength score as 2 points higher for determining carrying capacity.
Etheric Tether (Su) Lose hp to prevent dam to phantom that would banish it to ethereal. Phantom must remain close when manifested or concentration required.
Hatred +1 Gain a bonus to attack vs. goblinoid/reptilian humanoids.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Phantom (Ectoplasmic Manifestation) 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.
Spiritualist’s Call (Strength) When sum phantom, give it a +2 enhan bon to its Str, Dex, or Cha.
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Blue
Phantom (Pathfinder RPG Occult Adventures)
CN Medium outsider (phantom)
Init +1; Senses darkvision 60 ft.; Perception +4
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Defense
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AC 13, touch 11, flat-footed 12 (+1 Dex, +2 natural)
hp 11 (1d10+1)
Fort +3, Ref +1, Will +2
DR 5/slashing
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Offense
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Speed 30 ft.
Melee 2 slams +4 (1d8+2)
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Statistics
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Str 14, Dex 12, Con 13, Int 7, Wis 10, Cha 13
Base Atk +1; CMB +3; CMD 14
Feats Power Attack, Weapon Focus (slam)
Skills Acrobatics +5, Intimidate +5, Perception +4, Sense Motive +4, Stealth +5, Survival +4
Languages Common
SQ ectoplasmic phase lurch
Other Gear 50 gp
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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 vision only).
Ectoplasmic Phase Lurch (Su) Bypass solid obstacles (but not creatures) at half speed, must end turn in clear space.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
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