Tuesday Daud's page

244 posts. Alias of Rysky.


Male Phantom Init +2 | Perception +5 | AC16/T12/FF14 | HP 22/22 | DR/Slashing 5 | Fort +4 / Ref +5 / Will +0 | CMB +3 / CMD 15

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

About Tuesday Daud

Nickname for Monday: Mooni


Acrobatics: +7
+2 Ranks
+3 Class
+2 Dexterity

Perception: +5
+2 Ranks
+3 Class
+0 Wisdom

Stealth: +7
+2 Ranks
+3 Class
+2 Dexterity

Survival: +5
+2 Ranks
+3 Class
+0 Wisdom


A phantom’s abilities are determined by the spiritualist’s level and by the choice of manifestations the spiritualist makes when he performs the manifestation ritual. Table 9: Manifested Phantom’s Base Statistics determines many of the base statistics of the phantom. Each phantom possesses an emotional focus that modifies these base statistics and abilities. Phantoms are outsiders for the purpose of determining which spells affect them.

Darkvision (Ex): The phantom has darkvision out to a range of 60 feet.

Link (Su): 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 is not your turn, but the spiritualist and the phantom must both be conscious to do so. This allows the spiritualist to give orders to her phantom at any time. In addition, 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 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 (Su): The spiritualist can cast a spell with a target of “you” on her phantom (as spells with a range of touch) instead of on herself. A spiritualist can cast spiritualist spells 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 are not spells, even if they function like spells.
Deliver Touch Spells (Su): If the phantom’s master is 3rd level or higher, the phantom fully manifested in incorporeal or ectoplasmic form can deliver touch spells for her. The spiritualist and the phantom need not be in contact to accomplish this, but the phantom must be within 30 feet and the spiritualist must be able to see the phantom. The spiritualist can cast the spell, and then the phantom can deliver the touch as an immediate action. If the touch spell deals damage, the phantom must make the attack roll. The phantom cannot hold the charge of a touch spell cast by the spiritualist using this ability. If the spell is delivered to the phantom, it must touch a target or the spell is lost. If the spell allows you to touch up to six willing targets, the phantom can accomplish this with the immediate action, but all of the willing targets must be within the phantom’s melee reach at the time.

Magic Attacks (Su): While the phantom is manifested as an ectoplasmic being, its slam attacks are infused with magic, allowing it to treat slam attacks as if they were magic for the purposes of overcoming damage reductions. If the spiritualist is 10th level or higher, all the phantom’s weapons are treated as the alignment of the phantom for purposes of overcoming damage reduction.

Devotion (Ex): A phantom gains a +4 morale bonus on Will saves against enchantment spells and effects.

Incorporeal Flight (Su): When the phantom is manifested in incorporeal form, it has a fly speed of 40 feet (good).

Most phantoms are the same size as their spiritualists, though it is possible for a spiritualist to have a phantom one size category smaller than itself (though not smaller than Small). A phantom is always a humanoid-shaped creature, and looks somewhat like it did in life while manifested, though the emotional turmoil of its existence usually warps its appearance in some way.
All phantoms have the following base statistics, which are then modified by size and emotional focus.

Starting Statistics: Size As spiritualist or one size category smaller (no smaller than Small); Speed 30 ft.; AC +2 def lection (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

Phantom Skills
The following skills are class skills for the phantom: Bluff (Cha), Craft (Int), Fly (Dex), Knowledge (planes) (Int), Perception (Wis), Sense Motive (Wis), and Stealth (Dex). In addition, at 1st level, the spiritualist can choose two additional skills to be class skills for her phantom. The phantom also gains two skills based on its emotional focus; these are always considered class skills, and the phantom gains ranks in these skills automatically. The phantom always has a number of ranks in these skills equal to its number of Hit Dice.

Emotional Focus
Each phantom has an emotional focus—a powerful emotion based on some experience in life that keeps it tethered to the Material and Ethereal Planes. This emotional focus also grants the phantom abilities that it can use while manifested. The type of abilities and their power are determined by the spiritualist’s level.
The emotional focus determines which bonus skill ranks the phantom receives, as well as the skills it grants as Skill Focus to the spiritualist. It also determines the good saving throws of the manifested phantom, and the special abilities the phantom gains as it increases in level.


A phantom with the zeal emotional focus fixates on every task given as if it were its last. The most basic commands are treated as life-and-death situations, and the truly dangerous ones are faced with a resolve and tenacity that sometimes defies common sense.

Skill: Phantoms with the zeal emotional focus gain a number of ranks in Acrobatics and Survival equal to their 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 Ref lex

Tracking: Phantoms with this emotional focus add half their Hit Dice (minimum 1) to Survival skill checks made to follow tracks.

Ruthless Combatant (Su): At 1st level, a phantom with this emotional focus threatens a critical hit with its slam attacks on a 19–20. At 11th level, its critical modifier with slam attacks increases to ×3.

Determination Aura (Su): Starting at 7th level, as a swift action, the phantom can emit a 20-foot-radius aura that grants its zeal to nearby allies. Allies within the aura gain a +1 competence bonus on attack rolls and saving throws.
The phantom can exert this aura for a number of rounds each day equal to the spiritualist’s level, but the rounds need not be consecutive. Ending the aura is a free action. At 13th level, the size of this aura increases to 40 feet, and the bonuses increase to +2. The phantom can use this ability in either ectoplasmic or incorporeal form.

Steadfast Servant (Su): At 12th level, the zeal guardian can stay manifested even when its spiritualist master is unconscious or asleep.

Resolve (Su): At 17th level, three times per day as a free action, when the phantom misses with an attack roll or fails a saving throw, it can reroll the failed attack or saving throw. It must take the new result, even if it is lower.


A phantom feels most comfortable and safe when secure in the consciousness of its spiritualist master. While there, it grants Skill Focus in two skills to the spiritualist. The skills are determined by the phantom’s emotional focus. The phantom also protects the psyche of the spiritualist by granting a bonus on saving throws against mind-affecting effects, and the ability to ignore mind-affecting effects even when she fails her save (see the shared consciousness class feature). Lastly, a phantom can partially manifest, granting further protection and abilities to the spiritualist (see the bonded manifestation class features). But the spiritualist can also push the phantom out of her consciousness, forcing it to manifest as a separate creature. When she does so, she chooses for her phantom to manifest either in incorporeal or ectoplasmic form. Whichever way she chooses to manifest her phantom, the phantom gains the statistics presented on Table 10: Manifested Phantom’s Base Statistics, modified by the phantom’s emotional focus, and by type of manifestation the spiritualist chooses.
Incorporeal: When the spiritualist chooses to manifest the phantom with an incorporeal form, the phantom appears with 30 feet of the spiritualist as a ghostly apparition. It gains the incorporeal subtype (Pathfinder Role Playing Game Bestiary 301), including gaining a def lection bonus to AC equal to its Charisma modifier. Since it is not an undead creature, it does not take damage from holy water or positive energy. Unlike other incorporeal creatures, a phantom cannot attack other creatures, even ethereal creatures, except to deliver touch attack spells using the deliver touch spell ability. An incorporeal phantom can, however, pick up and propel objects as the mage hand spell, except it can also pick up and propel magic items. At 5th level the incorporeal phantom can pick up and propel objects up to 10 lbs., and the amount of weight it can propel or pick up increases by 5 lbs. every 5 levels thereafter (to a maximum of 25 lbs. at 20th level).
Ectoplasmic: When the spiritualist manifests its phantom as an ectoplasmic creature it gains the following abilities.
Damage Reduction: A phantom manifested in ectoplasmic form has DR 5/slashing.
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 cannot 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 thin, silvery mucus that lingers for 1 minute.

Incorporeal Subtype:

An incorporeal creature has no physical body. An incorporeal creature is immune to critical hits and precision-based damage (such as sneak attack 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.

Incorporeal (Ex)

An incorporeal creature has no physical body. It can be harmed only by other incorporeal creatures, magic weapons or creatures that strike as magic weapons, and spells, spell-like abilities, or supernatural abilities. It is immune to all nonmagical attack forms. Even when hit by spells or magic weapons, it takes only half damage from a corporeal source (except for channel energy). Although it is not a magical attack, holy water can affect incorporeal undead. 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.

An incorporeal creature has no natural armor bonus but has a deflection bonus equal to its Charisma bonus (always at least +1, even if the creature’s Charisma score does not normally provide a bonus).

An incorporeal creature can enter or pass through solid objects, but must remain adjacent to the object’s exterior, and so cannot pass entirely through an object whose space is larger than its own. It can sense the presence of creatures or objects within a square adjacent to its current location, but enemies have total concealment (50% miss chance) from an incorporeal creature that is inside an object. In order to see beyond the object it is in and attack normally, the incorporeal creature must emerge. An incorporeal creature inside an object has total cover, but when it attacks a creature outside the object it only has cover, so a creature outside with a readied action could strike at it as it attacks. An incorporeal creature cannot pass through a force effect.

An incorporeal creature’s attacks pass through (ignore) natural armor, armor, and shields, although deflection bonuses and force effects (such as mage armor) work normally against it. Incorporeal creatures pass through and operate in water as easily as they do in air. Incorporeal creatures cannot fall or take falling damage. Incorporeal creatures cannot make trip or grapple attacks, nor can they be tripped or grappled. In fact, they cannot take any physical action that would move or manipulate an opponent or its equipment, nor are they subject to such actions. Incorporeal creatures have no weight and do not set off traps that are triggered by weight.

An incorporeal creature moves silently and cannot be heard with Perception checks if it doesn’t wish to be. It has no Strength score, so its Dexterity modifier applies to its melee attacks, ranged attacks, and CMB. Nonvisual senses, such as scent and blindsight, are either ineffective or only partly effective with regard to incorporeal creatures. Incorporeal creatures have an innate sense of direction and can move at full speed even when they cannot see.


Covered in desaturated leathers this loss of colors extend to the creature's body as well, being traces of white, black, and silver draped over in gray. Standing at nearly 7' feet tall this quiet guardian cuts an intimidating figure, the only emotion being the res and black scarf covering his mouth and neck, or what's left of it. From the jaw to the beginning of the chest there is nothing, giving any who can see a clear view of the inner workings of his throat and spine. Any other details are hard to pin down, almost being forgotten the moment the man is no longer in sight.


Quiet and introspective, Tuesday prefers to let his much more vibrant sister do all the talking. He's just there to keep her safe he tells himself, not to entertain the living.
Has a weakness for sweets.


Wherever Monday goes he willingly follows.