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About Vasia Catarina MiklosoviciBasics:
Spiritualist 1 NG Medium humanoid (human - Varisian, female), 5' 5", 102 lbs. Init +0; Senses Perception +5
Defense:
AC 10/14, touch 10, flat-footed 10/14 (+4 armor - mage armor) HP 10 (1d8+2) Fort +3 (+2 base, +1 Con), Ref +0 (+0 base, +0 Dex), Will +6 (+3 base, +3 Wis) +4 vs mind-affecting if phantom is residing in consciousness.
Offense:
Speed 30 ft. Melee Dagger -1 (1d4-1 19-20/x2; piercing/slashing) Statistics:
Str 8 (-1), Dex 10 (+0), Con12 (+1), Int 14 (+2), Wis 18 (+4), Cha 14 (+2) Base Atk +1; CMB -1; CMD 9/9 Languages Common, Dwarven, Elven, Varisian, Azlanti Feats:
Level 1 Fast Learner
Phantom Fighter
Skill Focus: Diplomacy (while phantom is in shared consciousness)
Skill Focus: Knowledge (history) (while phantom is in shared consciousness)
Traits:
Azlanti Scholar (Use Magic Device)
You gain a +1 trait bonus on Knowledge (history), Knowledge (local), and Use Magic Device checks, and one of these skills is a class skill for you. In addition, you gain Azlanti as a bonus language. Scholar of Ruins (Knowledge - Dungeoneering)
Trustworthy
Spritualist Abilities:
Level 1 Simple Weapon Proficiencies - All
Light Armor Proficiency
Spellcasting A spiritualist casts psychic spells drawn from the spiritualist spell list. She can cast any spell she knows without preparing it ahead of time, assuming she has not yet used up her allotment of spells per day for the spell’s level. To learn or cast a spell, a spiritualist must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a spiritualist’s spell equals 10 + the spell level + the spiritualist’s Wisdom modifier. A spiritualist can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: Spiritualist. In addition, she receives bonus spells per day if she has a high Wisdom score. A spiritualist’s selection of spells is limited. A spiritualist begins play knowing four 0-level spells and two 1st-level spells of the spiritualist’s choice. At each new spiritualist level, she learns one or more new spells as indicated on Table: Spiritualist Spells Known. Unlike her number of spells per day, the number of spells a spiritualist knows does not affect her Wisdom score. The numbers on Table: Spiritualist Spells Known are fixed. Upon reaching 5th level, and at every third spiritualist level thereafter (8th, 11th, and so on), a spiritualist can learn a single new spell in place of one she already knows. In effect, the spiritualist loses the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least 1 level lower than the highest-level spiritualist spell she can cast. A spiritualist can swap out only a single spell at any given level and must choose whether or not to swap the spell at the same time that she gains new spells known for the level. Knacks: A spiritualist learns a number of knacks, or 0-level psychic spells, as noted on Table: Spiritualist Spells Known under Spells Known. These spells are cast like any other spell, but they can be cast any number of times per day. Knacks prepared using another spell slot, because of metamagic feats applied to them, for example, consume spell slots as normal. Shared Consciousness (Su)
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. Etheric Tether (Su)
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. 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), manifest it partially (see the bonded manifestation class feature), 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 use magic 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) 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 for more information. Spells:
Concentration +5
Psychic magic originates from the distinctive qualities of the caster’s composite being, rather than through arcane formulae or rote supplication to divine entities. Therefore, psychic spells never have verbal or somatic components, and have only expensive material components. Psychic spells are purely mental actions, and they can be cast even while the caster is pinned or paralyzed. Focus components work the same way with psychic spells as they do with other spells. When a spell calls for an expensive material component, a psychic spellcaster can instead use any item with both significant meaning and a value greater than or equal to the spell’s component cost. For example, if a spiritualist wanted to cast raise dead to bring her dead husband back from the grave, she could use her 5,000 gp wedding ring as the spell’s material component. Instead of verbal and somatic components, all psychic spells have components related to the caster’s inner being. The two psychic components are called emotion components and thought components. If a spell’s components line lists a somatic component, that spell instead requires an emotion component when cast by psychic spellcasters, and if it has a verbal component, it instead requires a thought component when cast by psychic spellcasters. Psychic spells cast by non-psychic arcane and divine casters use any listed somatic and verbal components as normal. Emotion Components: Emotion components represent a particular emotional state required to cast the spell. A psychic spellcaster marshals her desire in order to focus and release the spell’s energy. It is impossible to cast a spell with an emotion component while the spellcaster is under the influence of a non-harmless effect with the emotion or fear descriptors. Even if the effect’s emotion matches the necessary emotion to cast the psychic spell, the spellcaster is not in control of her own desires and animal impulses, which is a necessary part of providing an emotion component. Thought Components: Thought components represent mental constructs necessary for the spell’s function, such as picturing a wolf in vivid detail—down to the saliva dripping from its jaws—in order to cast beast shape to transform into a wolf. Thought components are so mentally demanding that they make interruptions and distractions extremely challenging. The DC for any concentration check for a spell with a thought component increases by 10. A psychic spellcaster casting a spell with a thought component can take a move action before beginning to cast the spell to center herself; she can then use the normal DC instead of the increased DC. Just as spell-like abilities never require verbal, somatic, or material components, these abilities also don’t require thought or emotion components. A psychic spellcaster can replace verbal and somatic components with thought and emotion components only for the purposes of the spell components themselves, not for the purposes of any other rules elements that relate to verbal and somatic components. She can’t use Silent Spell to ignore the thought component of a spell, for example. The new feats Intuitive Spell and Logical Spell serve a similar function for these new components. Verbal : thought
0 - unlimited per day (from 4) - DC 14
1 - 2 per day (from 2) - DC 15 Skills:
Adventure Skills Acrobatics +0 (+0 Dex)
Background Skills Appraise +2 (+2 Int)
Gear:
Background:
Vasia was raised as a 'Child of the Family in the Gilca clan. That meant that she was an orphan. The Varisian clan would never give up on one of their own, though. So when her parents died of a fever that swept through the clan, her life didn't change tremendously. Where she slept varied from night to night and who was responsible for her meals changed weekly, but she was still around those that cared about her.
That changed, though, when puberty hit and her 'Abilities' began to manifest. It was announced by the clan 'Wise Woman' that Vasia was plagued by a dark spirit that resisted all efforts by their magic to dismiss it. So when the clan left the small, nameless village outside of Magnimar, they left the twelve-year-old girl behind. Vasia was devastated. Everything that she'd come to depend on had been pulled from under her feet. She was taken in by 'Mama' Merula, the ancient woman that taught all the village children to read and write. She sensed within the girl a sharper than normal intellect and didn't wish to see it go to waste delivering drinks or satisfying men's carnal urges, which would have been her fate. Mama Merula taught her to read and write as the other children and then the girl began to read in earnest; everything she could get her hands on. As Vasia grew and her head filled with knowledge, her understanding of the spirit that plagued her grew as well. Eventually, she learned to communicate with it. To her surprise, the essence that continually hovered about her was the last earthly essence of her great-great-great-great-grandmother, Jenica Miklosovici. Somehow she had left a portion of her soul on the material plane to watch over her descendants. Sadly enough, Vasia was the last. With that revelation, Jenica had begun attempting to make herself more and more known to her sole descendant and at the very least encourage her to continue the family line. Vasia had no interest. To Jenica, a woman that had lived life to its fullest and never refused a desire, this was unthinkable. Ignoring her ancestor's pressure to at least bed a handsome man and give her a great-great-great-great-great grandchild, Vasia took up Mama Merula's studies of ancient Azlantian lore. This has led her to various places around the world to study and catalog some of the things left behind by the ancient culture.
Appearance:
Vasia stands a slender 5' 5" tall. She has feminine curves, but they're quite understated. Her midnight-colored hair is typically cut short, but loose, leaving it to fly about at its leisure. Her honey-gold eyes are always watching; Though whether they're seeing things in this world or the next is hard to determine. She normally wears a plain dark dress that does nothing to accentuate her slight curves. The only nod to her Varisian heritage is a necklace of turquoise and gold that belonged to her mother. Macros:
[dice=Telekinetic Projectile]1d20+1[/dice]
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