Heir Apparent

Shina Burtory's page

54 posts. Organized Play character for Mr. Bonkers.


Full Name

Shina Burtory

Race

Human

Classes/Levels

Spiritualist (Haunted/Scourge) HP 13/20 | AC: 16 | T: 12 | FF: 14 | Fort +5 | Ref: +2 | Will: +5 | Init +2 | Perception +2 | Lvl 1: 3/3 | Mallus (Anger): HP 18/18 | AC: 19 | Fort +4 | Ref: +1 | Will: +3 | Init +1 | Perception +5 | Darkvision

Gender

Female

Size

M

Age

23

Alignment

LN

Deity

Zon-Kuthon

About Shina Burtory

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The Characters
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Shina Burtory:
Shina Burtory
Female Human (Nidal) Spiritualist (Haunted/Scourge) 2
LN Medium Humanoid
Init +2; Senses Normal Vision; Perception +2
Languages: Common, Varisian, Shadowtongue

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Defence
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AC 16, Touch 12, Flat-Footed 14 (+4 Armor, +2 Dexterity) (+1 Vs Neck Attacks)
HP 20 (2d8+4(Con)+3(Toughness)
Fort +5, Ref +2, Will +5 (+4 Versus Mind Affecting when Phantom isn't manifested)

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Offence
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Speed 30 ft.
Melee Masterwork Greataxe +5 (1d12+4/x3)
Ranged Javalin +3 (1d6+3)

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Magical Abilities
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Knacks
at Will: Detect Magic, Mage Hand, Mending, Read Magic, Stabilize

Level 1 Spells
3/d: Mage Armor, Remove Fear, Shield

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Statistics
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Str 17, Dex 14, Con 14, Int12, Wis 14, Cha 7
Base Atk+1; CMB +4; CMD 16
SQ: Bonus Feat, Skilled, Anger Phantom (Mallus), Etheric Tether, Shared Consciousness, Bonded Senses.

Feats 1. Toughness, HB. Scrutinize Spell

Traits: Heirloom Weapon (Greataxe Proficiency) and Armor Expert (-1ACP)

Vanity: Temple

Skills
Acrobatics +2 = 2a
Appraise +1 = 1a
Bluff +2 = 1r +3c -2a
Climb +5 = 3a +2t
Diplomacy -2 = -2a
Disguise -2 = -2a
Escape Artist +2 = 2a
Heal +10 (+12 dj) = 2r +3c +2a +3t
Intimidate +3/+5 = 2r +3c -2a (+2W)
Know Arcana +5/7 = 1r +3c +1a (+2t)
Know Local +5/7 = 1r +3c +1a (+2t)
Know Planes +5/7 = 1r +3c +1a (+2t)
Know Religion +5/7 = 1r +3c +1a (+2t)
Perception +2 = 2a
Ride +2 = 2a
Sense Motive +6 = 1r +3c +2a
Spellcraft +6/+8 = 2r +3c +1a (+2W)
Stealth +2 = 2a
Survival +4/+6 = 2a +2t (+2t)
Swim +3 = 3a

Carrying Capacity: Light 100 Medium 200 Heavy 300
Current Weight Carried: 85.75

Combat Gear: MSW Greataxe, Javalin x4, Antiplague, Antitoxin.
Other Gear: MSW Lamellar Leather, Neck Guard, Pickpocket's Outfit, Masterwork Backpack, Spell Component Pouch, Springloaded Wrist Sheath (x2), Bandolier (x2), Belt Pouch, Sunrod (x2),Tindertwig (x5), Flint&Steel, Silk Rope, Grappling Hook, Chalk (x10), Charcoal (x2), Ear Plugs, Fishhook, Ball of Twine, Paper (5), Healer's Kit (9), Surgeon's Kit, Pathfinder Chronicle x4, Mapmaker's Kit, MSW Survival Kit, Climber's Kit, Wand of Cure Light Wounds (46 Charges), 194gp, 6sp, 4cp

Mallus, the Anger Phantom:
Male Phantom (Anger) 2
LN Medium Outsider
Init +1; Senses Darkvision; Perception +5
Languages: Common, Varisian, Shadowtongue

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Defence
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AC 15, Touch 11, Flat-Footed 14 (+1 Dexterity, +4 Natural)
HP 18 (2d10+2(Con)+3(Toughness)+2(FCB from Shina)
DR 5/Slashing
Fort +4, Ref +1, Will +3

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Offence
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Speed 30 ft.
Melee 2x Slam +4 (1d8+2)
2x PA Slam +3 (1d8+4)

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Statistics
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Str 15, Dex 12, Con 13, Int7, Wis 10, Cha 14
Base Atk+2; CMB +4; CMD 15
SQ: Link, Share Spells, Emotional Focus (Anger), Phase Lurch.

Feats 1. Toughness, B. Power Attack

Skills
Acrobatics +1 = 1a
Appraise +-2 = -2a
Bluff +2 = 2a
Climb +2 = 2a
Diplomacy +7 = 2r +3c +2a
Disguise +2 = 2a
Escape Artist +1 = 1a
Heal +0 = 0a
Intimidate +7 = 2r +3c +2a
Perception +5 = 2r +3c
Ride +1 = 1a
Sense Motive +0 = 0a
Stealth +1 = 1a
Survival +5 = 2r +3c
Swim +2 = 2a

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Spiritualist Abilities Explained
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Scrutinize Spell:
You can quickly size up spellcasters to gain an advantage when counterspelling their spells.

Prerequisite(s): Spellcraft 1 rank.

Benefit(s): When you witness a creature casting a spell, you can attempt a Spellcraft check to determine what sort of spellcaster the target is—specifically, what the target’s class is. The DC of this skill check is equal to 10 + the spellcaster’s Hit Dice. If the target has levels in multiple spellcasting classes, succeeding at this check reveals what class spell list the spell came from. If the result of the check is high enough that it would identify the spell being cast (DC = 15 + the spell’s level), you also identify the spell.

Once you have identified the target’s class, you can add your Wisdom or Charisma modifier (whichever is higher) to Spellcraft checks to identify all spells the target casts from that class’s spell list. Additionally, after you have determined the target’s spellcasting class, you can attempt an Intimidate check as a free action to demoralize the target, gaining a bonus equal to your Wisdom or Charisma modifier (whichever is highest).


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 can either harbor the creature within her consciousness or manifest it as an ectoplasmic or incorporeal entity. A phantom has the same alignment as the spiritualist, and it can speak all the languages its master can. A spiritualist can harbor her phantom in her consciousness (see the shared consciousness class feature on page 73), manifest it partially (see the bonded manifestation class feature on page 74), or fully manifest it. A fully manifested phantom is treated as a summoned creature from the Ethereal Plane, except it is not sent back to the Ethereal Plane until it is reduced to a negative amount of hit points equal to or greater than its Constitution score.

A spiritualist can fully manifest her phantom through a ritual that takes 1 minute to perform. When the phantom is fully manifested, the spiritualist can change the form of the phantom’s manifestation (either from ectoplasmic to incorporeal or vice versa) as a full-round action that provokes attacks of opportunity. When the phantom manifests, its hit points are unchanged from the last time it manifested, unless the phantom was slain and returned to the Ethereal Plane; in this case, the phantom manifests with half its maximum number of hit points. The phantom does not heal naturally, and can be healed only with magic or by being tended to with the Heal skill while fully manifested in ectoplasmic form. The phantom stays fully manifested until it is either returned to the spiritualist’s consciousness (a standard action) or banished to the Ethereal Plane. If the phantom is banished to the Ethereal Plane, it can’t return to the spiritualist’s consciousness or manifest again for 24 hours.

While fully manifested, a phantom can’t be returned to the Ethereal Plane by means of dispel magic, but spells such as dismissal and banishment work normally. Whenever the spiritualist is unconscious or asleep, the phantom immediately returns to the spiritualist’s consciousness. If the spiritualist dies, the phantom is returned to the Ethereal Plane, and can’t return to the spiritualist’s consciousness until 24 hours after the spiritualist is brought back to life. A phantom can’t be dismissed or banished (by a 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.

Fully manifested phantoms can wear armor and use items (though not wield weapons) appropriate to their forms. Any items worn, carried, or held by a phantom are dropped when the phantom returns to the spiritualist’s consciousness, and must be retrieved and donned anew if the phantom wishes to use them when it fully manifests in the future.

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 manifestation; see Bonded Manifestation on page 74) in the presence of an eidolon or shadow summoned by the phantom’s master. Furthermore, if a phantom is manifested when such a creature is summoned, it immediately retreats into its spiritualist’s consciousness, and will not manifest again until the eidolon or shadow is dismissed.

A fully manifested phantom’s abilities, feats, Hit Dice, saving throws, and skills are tied to the spiritualist’s class level and increase as the spiritualist gains levels. See the Phantoms section starting on page 78 for more information.


Etheric Tether:
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.

See the Phantoms section starting on page 78 for more information.


Shared Consciousness:
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.

Bonded Senses:
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.

Temple:
Regardless of your class, you are an active member of your local temple or place of worship. Your commitment to seeing your faith prosper and grow has ingratiated you with the local clergy, and you may even hold a spot among them when not out adventuring.
You can use Heal to make Day Job rolls.
Once per game session, if you have access to an operating temple of your faith, you can have a cleric cast either cure moderate wounds or lesser restoration on yourself or one of your allies, free of charge. You must visit the temple to receive this attention.

Heirloom Weapon (Equipment):
You carry a non-masterwork simple or martial weapon that has been passed down from generation to generation in your family (pay the standard gp cost for the weapon). When you select this trait, choose one of the following benefits: proficiency with that specific weapon, a +1 trait bonus on attacks of opportunity with that specific weapon, or a +2 trait bonus on one kind of combat maneuver when using that specific weapon.

Armor Expert (Combat):
You have worn armor as long as you can remember, either as part of your training to become a knight’s squire or simply because you were seeking to emulate a hero. Your childhood armor wasn’t the real thing as far as protection, but it did encumber you as much as real armor would have, and you’ve grown used to moving in such suits with relative grace. When you wear armor of any sort, reduce that suit’s armor check penalty by 1, to a minimum check penalty of 0.

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Phantom Abilities explained
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Link:
A spiritualist and her phantom share a mental link that allows for communication across distances (as long as they are on the same plane). This communication is a free action that can be performed even when it isn’t the spiritualist’s turn, but the spiritualist and the phantom must both be conscious to communicate in this way. This allows the spiritualist to give orders to her phantom at any time. Magic items interfere with a spiritualist’s connection to her phantom; as a result, the spiritualist and her phantom share magic item slots. For example, if the spiritualist is wearing a magic ring, her phantom can wear only one magic ring. In the case of a conf lict, the items worn by the spiritualist remain active, and those worn by the phantom become dormant. The phantom must possess the appropriate appendages to utilize a magic item.

Share Spells:
The spiritualist can cast a spell with a target of “you” on her phantom (as a spell with a range of touch) instead of on herself. A spiritualist can cast spells from the spiritualist spell list on her phantom even if the spells normally do not affect creatures of the phantom’s type (outsider). This ability does not allow the phantom to share abilities that aren’t spells, even if they function like spells.

Emotional Focus: Anger:
Phantoms with this emotional focus are filled with seething anger from events in their past lives. Phantoms with this focus often take the form of hulking brutes with furrowed brows or of frenzied creatures that always seem ready to strike down those who come too near. Many times, these phantoms exude a bright red aura, especially when they are engaged in combat, or they seem to breathe a red mist in shallow pants from behind clenched, phantasmal teeth.

Skills: The phantom gains a number of ranks in Intimidate and Survival equal to its number of Hit Dice. While confined in the spiritualist’s consciousness, the phantom grants the spiritualist Skill Focus in each of these skills.

Good Saves: Fortitude and Will.

Strength Focus: The phantom gains a +2 bonus to Strength and a –2 penalty to Dexterity. Instead of the phantom gaining a bonus to Dexterity as the spiritualist gains levels, an anger-focused phantom gains a bonus to Strength instead.

Powerful Strike (Ex): A phantom with this focus deals more damage with its slam attacks. It deals slam damage as a creature one size category larger than its current size. The phantom also gains Power Attack as a bonus feat.


Phase Lurch:
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.