Human Spiritualist (Phantom Blade) 1 / Cleric (Crusader) 1 | HP 10/18 | AC 22 / 12T / 20FF | Fort +6, Reflex +2, Will +8 | CMD 13 / 11 FF | Init 3 | Perc +11 | SM +11 | Speed 20' | Spirit Spells 1st 0/2 |Cleric Spells 1st 1/1 | Active Conditions:
About Victor.
Victor
Male human (Varisian) cleric (crusader) of Calistria 1/spiritualist (phantom blade) 1
CN Medium humanoid (human)
Init +3; Senses Perception +11
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Defense
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AC 18, touch 12, flat-footed 16 (+6 armor, +2 Dex)
hp 18 (2d8+5)
Fort +6, Ref +2, Will +8; +2 racial bonus vs. illusions
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Offense
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Speed 30 ft. (20 ft. in armor)
Melee club +1 (1d6+1) or
. . cold iron cestus +1 (1d4+1/19-20) or
. . phantom whip +6 (1d3+1 nonlethal)
Ranged sling +2 (1d4+1)
Space 5 ft.; Reach 5 ft. (15 ft. with phantom whip)
Special Attacks channel positive energy 1/day (DC 8, 1d6), spell combat
Spiritualist (Phantom Blade) Spells Known (CL 1st; concentration +5)
. . 1st (2/day)—cure light wounds, shield
. . 0 (at will)—detect magic, mage hand, message, stabilize
Cleric (Crusader) Spells Prepared (CL 1st; concentration +5)
. . 1st—remove fear
. . 0 (at will)—create water, guidance
Domain Conversion inquisition
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Statistics
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Str 12, Dex 14, Con 14, Int 12, Wis 18, Cha 7
Base Atk +0; CMB +1; CMD 13
Feats Alertness, Channel Smite, Guided Hand, Weapon Focus (whip)
Traits adopted, helpful, valashmai veteran
Skills Acrobatics -1 (-5 to jump), Bluff +8, Diplomacy +9 (+11 to use the hypnotism skill unlock), Heal +10, Intimidate +8 (+10 vs humanoids with the goblinoid subtype.), Knowledge (religion) +5, Perception +11, Sense Motive +11, Spellcraft +5, Survival +4 (+6 to avoid becoming lost)
Languages Ancient Osiriani, Common, Varisian
SQ imposter-wary, phantom blade: alertness, phantom blade: phantom touch, phantom blade: telepathy, phantom blade: weapon of the mind
Equipment:
Combat Gear cold iron sling bullets (10), wand of cure light wounds, alchemist's fire (3), antiplague, antitoxin, healer's kit, magnetized paper;
Other Gear mwk agile breastplate, club, cold iron cestus, sling, cracked dusty rose prism ioun stone, ioun torch ioun stone, sleeves of many garments, traveler's any-tool, animal glue, aura goggles, bandolier, bedroll, blanket, blotter, canteen, chalk, charcoal, chewing stick, climber's kit, comb, compass, dowsing rod, earplugs, fishhook (2), flint and steel, hairbrush, harrow deck, hypnotist's locket, inkpen, knife for cutting quills into pens, masterwork backpack, mess kit, mirror, nail file, parchment (5), pen nibs, pigment for making ink, piton, portable sweat lodge, powder, prismatic crystal, prognostication manual, psychometrist's gloves, ruler, small, scissors, scroll case, signal whistle, soap, sponge, talking board, tooth powder, twine (50'), vial, wrist sheath, spring loaded (2)
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Special Abilities
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Channel Smite Channel energy can be delivered through a Smite attack.
Cleric (Crusader) Domain (Conversion Inquisition) Cleric Channel Positive Energy 1d6 (1/day, DC 8) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Guided Hand May use Wisdom modifier for attack rolls with favored weapon
Imposter-Wary +2 racial bonus vs. illusions plus 1 free rank in Sense Motive per level
Phantom Blade: Alertness (Ex) Gain Alertness when wielding or harboring phantom weapon.
Phantom Blade: Phantom Touch (Ex) Constant ghost touch. Instead of breaking, weapon harbored in consciousness for 1 day.
Phantom Blade: Telepathy (Su) The spiritualist can telepathically communicate with his phantom blade if it is worn or held.
Phantom Blade: Weapon of the Mind (Ex) 1 min store weapon in mind and gain unarmed strike enhance, full-rd to re-manifest blade.
Spell Combat (Ex) Use a weapon with one hand at -2 and cast a spell with the other.
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Botting Instructions
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Botting Instructions:
In combat: Victor preferred weapon in combat is his whip which has a 15 foot reach and which he will use to aid another on the party's big hitter's attacks (he gives a +4 bonus for aid another rather than the normal +2), or to trip foes. If he needs to attack from range he will use his sling.
Out of combat: Victor is good with all social skills (including sense motive) plus perception and heal. He is also has detect magic and spellcraft so is able to identify magic items and search for magic auras. As with in combat he provides a +4 when he aids another and can provide further assistance by casting guidance.