Pooka

~ Valeria ~'s page

32 posts. Alias of RabbitAlmiraj.


Full Name

Valeria

Race

| HP: 11/11 | AC 16 (T14, FF 12) (+1 vs. robots) | SR: 7 | CMB: -3 CMD: 10 | F:+5 R:+3 W:+5 | Init +4 | Perc +3, SM +3 (+7 if MP in head), Diplomacy +1 (+4 if MP in head), Social +1

Classes/Levels

| Speed 30 ft., Burrow 10 ft., Fly 60 ft. | Spells: 1st: 0/2, Minor Image: 3/3, Sleep: 3/3, Suggestion: 1/1 | At Will: Detect Magic, Invisibility, Pooka Dust | Active Conditions: Invisible (1 minute), Shared Consciousness

Strength 8
Dexterity 16
Constitution 16
Intelligence 10
Wisdom 16
Charisma 12

About ~ Valeria ~

Statistics:

Valeria
Female Pooka Spiritualist 1
CN Tiny Fey
Init +4; Senses Darkvision 60 ft., Low-light vision, Perception +3

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DEFENSE
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AC 16, touch 14, flat-footed 12 (+1 armour, +2 Dex, +1 natural, +2 size, +0 shield)
…+1 Dodge vs. robots
hp 11 (1d8+3), Fast Healing 2
DR 5/cold iron or silver, Spell Resistance 8
Fort +5, Ref +3, Will +5
…If phantom in her head: +2 Will, +4 vs. Mind-affecting effects

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OFFENSE
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Speed 30 ft., Burrow 10 ft., Fly 60 ft. (good)
Space 2 1/2 ft., Reach 0 ft.
Melee
Ranged telekinetic projectile +5 (1d6 B)
Spells Known (CL 1st, Concentration +5)
1st—2/day—cure light wounds, summon monster I
0—At Will—mage hand, mending, open/close, telekinetic projectile
Spell-like Abilities (CL 1st, Concentration +5)
At Will—detect magic, invisibility (self only)
3/day—minor image (DC 14), sleep (DC 14)
1/day—suggestion (DC 14)
Special Attacks point- blank shot, poison, robot slayer (+1 attack vs. robots)

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STATISTICS
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Str 8, Dex 16, Con 16, Int 10, Wis 16, Cha 12
Base Atk +0; CMB -3; CMD 10
Traits arcane temper, natural flier, robot slayer
Feats Point-blank shot
Skills Acrobatics +3 (+4 while flying, 0R), Fly +16, Knowledge (arcana) +4, Knowledge (history) +4, Knowledge (planes) +4, Lore (First World) +4, Spellcraft +4, Stealth +8 (0R)
(6 points; 4 class, 0 INT, 2 background, 0 race, 0 favoured class)
Abilities etheric tether, knacks, phantom, poison, shared consciousness, spell resistance
Weapon and Armor Proficiency: Simple weapons, kukris, saps, and scythes, as well as with light armor.
Languages Common, Sylvan, Telepathy (by touch only)

Special Abilities:

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SPECIAL ABILITIES
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Poison (Su) As a standard action, a pooka can blow across her palm and create a 5-foot diameter cloud of intoxicating dust. The pooka decides when she uses this ability whether the dust acts as an inhaled poison or a mild intoxicant (equivalent to 1–2 glasses of beer).
Pooka Dust (Su): Inhaled; save Fort DC 13 (10+Con mod); frequency 1/round for 6 rounds; effect 1d2 Wis and 1d2 Cha (or intoxication); cure 2 consecutive saves.

Robot Slayer The strange automatons that plague the wilds of Numeria are a blight upon the world, and the idea that there could be countless more of these creatures lying in wait in the unknown ruins scattered throughout the region chills your blood. Khonnir’s recovery of a deactivated robot from the caves below Torch worries you—not only could that thing wake up and run amok in town, but there may well be more lurking below! You want to explore the caves under Torch to determine if there is indeed a lurking robot threat below town. You gain a +1 trait bonus on attack rolls against robots and a +1 dodge bonus to AC against attacks made by robots.

Spell Resistance Equal to 6 + character level

Phantom Rules:

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PHANTOM RULES
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Phantom Bonded to the spirit of her dead master. He was a powerful wizard. She 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 (shared consciousness), manifest it partially (bonded manifestation), 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) 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.

Etheric Tether (Su): 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.

Shared Consciousness(Su): While a phantom is confined in a spiritualist’s consciousness (but not while it’s fully manifested), it grants the spiritualist the Skill Focus feat in diplomacy and sense motive. She also gains Iron Will. 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.

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 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 conflict, 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 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.

Gear/Possessions:

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GEAR/POSSESSIONS
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Combat Gear Acid (2), holy water (2), scroll of cure light wounds (2)
Possessions silken ceremonial, gold locket collar (master’s picture inside), tiny rabbit stuffed animal in a backpack, belt, belt pouch, waterproof scroll case
Money 0 GP 4 SP 0 CP

Background:

Valeria is a pooka from the First World. When she an infant she taken by a wizard and became his familiar. He named her. They worked together for a long time and became like family. Once day he was killed by a robot and Valeria ran away. But her master stayed with her — even though he’s dead!

She went back to his house and stole his spellbooks. Other people tried to take his house so she ran off with the books and built herself a little burrow near the Violet Flame. The fire keeps her warm. She wears a collar around her neck with a picture of her master in it.

Appearance and Personality:

A tiny pooka with the body of a black rabbit and the torso of a girl. She has long rabbit ears on the top of her head, and fur for hair.

She is happy, curious, and sneaky. She hates robots.