Mithral Scarab

Yukarii's page

492 posts. Alias of Drogeney.


Full Name

Yukarii

Classes/Levels

Spiritualist Spells: 1st 4/5, 2nd 4/4. 3rd 2/2; Sorcer Spells: 1st 4/7, 2nd 2/6. 4/4 3rd | Active: light blind, mage armor, false life

Gender

female half-elf Sor/Spir 7 | HP 42/42 THP 0 | AC 16, TAC 12, FF 14 | F + 9, R +6, W +8 | CMB +2, CMD 14 | dark Vision 60ft; light blindness; Per +7 (9) |

About Yukarii

Build:

Yukarii
Female half-elf sorcerer (psychic)7/spiritualist (fractured mind) 7
CG medium humanoid (human/elf)
Init +2; Senses Dark Vision 60ft, light-blinded; Perception +9 (+4 vs incorporeal/invisible)
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Defense
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AC 16, touch 12, flat-footed 14 (+4 armor, +2 Dex)
hp 42 (7d8+14)
Fort +9, Ref +6, Will +8
Elven Immunities
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Offense
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Speed 30 ft.
Melee kukri +6 (1d4 18-20x2)
Ranged varies +7 (varies)
Special Attacks
Spell-like Abilities
(CL 7; concentration +11):
(1/day)—Unnatural lust, Matchmaker
Spiritualist Spells (CL 7; concentration +11):
3rd (2/day)—haste
2nd (4/day)—purge spirit, false life, lesser restoration, calm spirit
1st (5/day)—mage armor, positive pulse, cure light wounds, deathwatch. spell
0 (at will)—mage hand, mending, open/close, detect psychic significance, stabilize, message
Sorcerer Spells (CL 7; concentration +11):
3rd (4/day)—dispel magic, fly, ego whip 1 (bsp)
2nd (6/day)—scorching ray, mirror image, glitterdust, id insinuation I (dc 17) (bsp)
1st (7/day)—silent image (dc 16), identify, magic missile, burning hands, vanish, mind thrust I (bsp) (dc 16)
0 (at will)—prestidigitate, penumbra, detect magic, ray of frost, read magic, mage hand, arcane mark
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Statistics
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Str 9, Dex 14, Con 14, Int 14, Wis 10, Cha 18
Base Atk +5; CMB +2;CMD 14
Feats WP: simple; AP: light ; SP: ; spell focus (divination) (1st), skill focus (appraise) (rf), spell focus (illusion), greater spell focus (divination) (5th), extend spell (7th), spell focus (illusion) (bf)
Traits spirit sense, talented (dance)
Skills
Appraise +15=+2+7+3+3
Diplomacy =11 (=13)=+4+7+0(3)
Heal +10=+0+7+3
Knowledge (arcana) +12=+2+7+3
Knowledge (religion) +12=+2+7+3
Perception +9=+0+7+0+2
Spellcraft +12=+2+7+3
Background Skills
Knowledge (history) +12=+2+7+3
Perform (dance) +15=+4+7+3+1
Languages hosakan, elven, necril, common
13692
Combat Gear
+1 kukri (2300)
Magic Items
handy haversack (2000)
headband of alluring cha +2 (4000)
cloak of resistance +2 (4000)
ring of protection +2 (8000)
ring of sustenance (2500)
wand of cure light (50/50) 750
Misc Gear bedroll, belt pouch, censer, flask of ectoplasmic residue, flint and steel, incense (10 sticks), magnetized paper, trail rations (5 days), waterskin, spell component pouch, traveler’s outfit, dancer's garb; 1002 gp
Light: n
Med: n
Hvy: n
Total Weight Carried: n lbs
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Special Abilities
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Racial
Adaptability Half-elves receive Skill Focus as a bonus feat at 1st level.
Drow Blooded Some half-elves born of drow parents exhibit more drow traits than others—particularly many of the physical features of the drow—and have darkvision 60 feet and light blindness. This racial trait replaces the low-light vision racial trait.
Keen Sneses Half-elves receive a +2 racial bonus on Perception checks.
Light Blindness Creatures with light blindness are blinded for 1 round if exposed to bright light, such as sunlight or the daylight spell. Such creatures are dazzled as long as they remain in areas of bright light.
Multi-talented Half-elves choose two favored classes at first level and gain +1 hit point or +1 skill point whenever they take a level in either one of those classes.
Sorcerer
Bloodline psychic
Class Skill: Sense Motive.

Bonus Spells: mind thrust I (3rd), id insinuation I (5th), ego whip I (7th), intellect fortress I (9th), psychic crush I (11th), mental barrier V (13th), tower of iron will III (15th), bilocation (17th), microcosm (19th).

Bonus Feats: Focused SpellAPG, Heighten Spell, Intuitive Spell, Iron Will, Logical Spell, Persuasive, Quicken Spell, Skill Focus (Sense Motive), Spell Focus.
Bloodline Arcana Your sorcerer spells and spell-like abilities count as psychic instead of arcane. You use thought and emotion components instead of verbal and somatic components when casting your spells.
Blood Havoc Whenever you cast a bloodrager or sorcerer spell that deals damage, add 1 point of damage per die rolled. This benefit applies only to damaging spells that belong to schools you have selected with Spell Focus or that are bloodline spells for your bloodline. This ability replaces the sorcerer’s 1st-level bloodline power or the bloodrager’s 4th-level bloodline power.
Mental Resistance (Ex) At 3rd level, your mind blocks attempts to assail it. You gain a +2 bonus on saving throws against mind-affecting effects. At 9th level, this bonus increases to +4.
Spiritualist
Bonded Manifestation At 3rd level, as a swift action, a spiritualist can pull on the consciousness of her phantom and the substance of the Ethereal Plane to partially manifest aspects of both in her own body. When she does, she uses this bonded manifestation to enhance her own abilities while the phantom is still bound to her consciousness. For the spiritualist to use this ability, the phantom must be confined in the spiritualist’s consciousness; it can’t be manifested in any other way.

During a bonded manifestation, the phantom can’t be damaged, dismissed, or banished. A spiritualist can use bonded manifestation a number of rounds per day equal to 3 + her spiritualist level. The rounds need not be consecutive. She can dismiss the effects of a bonded manifestation as a free action, but even if she dismisses a bonded manifestation on the same round that she used it, it counts as 1 round of use.

When a spiritualist uses this ability, she must choose either ectoplasmic or incorporeal form. When she makes this choice, she gains all of the abilities based on the form she chooses and her spiritualist level.

Ectoplasmic Bonded Manifestation: When a spiritualist uses this ability and chooses ectoplasmic form, she gains an ectoplasmic shield that protects her without restricting her movement or actions. She gains a +4 shield bonus to Armor Class; this bonus applies to incorporeal touch attacks. The ectoplasmic shield has no armor check penalty or arcane spell failure chance. At 8th level, the spiritualist also sprouts a pair of ectoplasmic tendrils from her body. Once per round as either a swift or a standard action (spiritualist’s choice), the spiritualist can use one or both tendrils to attack creatures within her melee reach (using the attack bonus and damage dice of her ectoplasmic manifested phantom) or to manipulate objects. She can even use that action to have one tendril make an attack and the other manipulate an object, as long as that object can be manipulated with one hand. At 13th level, the phantom’s ectoplasm clings to the spiritualist like a suit of armor. This grants the spiritualist a +6 armor bonus to AC without imposing an armor check penalty, an arcane spell failure chance, or any reduction in speed. At 18th level, the spiritualist can take a full-round action to attack all creatures within her melee reach with her tendrils (using the attack bonus and damage dice of her ectoplasmic manifested phantom). When she does, she rolls the attack roll twice, takes the better of the two results, and uses that as her attack roll result against all creatures within her melee reach. If the better attack roll threatens a critical hit, the spiritualist chooses one target that she hit to confirm the critical hit against. The other attacks that hit are considered normal hits rather than critical threats.

Incorporeal Bonded Manifestation: When a spiritualist uses this ability and chooses incorporeal form, she becomes shrouded in a haze of insubstantial mist, granting her concealment against ranged attacks. At 8th level, the spiritualist can better affect incorporeal creatures with melee attacks; her unarmed strikes and melee weapon attacks are treated as if they had the ghost touch magic weapon special ability. At 13th level, the spiritualist can take a standard action to become invisible (as the invisibility spell) until the start of her next turn. At 18th level, the spiritualist gains the incorporeal subtype and a fly speed of 30 feet (good) while using this form of bonded manifestation.
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.
Emotinal Spellcasting A fractured mind’s ability to cast spells is tied to the force of her own spirit rather than her connection to the spirit world. As a result, she uses her Charisma score rather than her Wisdom score to determine the highest spell level she can cast, the saving throw DCs of spells she casts, and her bonus spells per day.
This ability alters spellcasting.
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.
Spiritual Interference (Ex or Su) At 4th level, whenever a spiritualist is within the reach of her ectoplasmic manifested phantom, she gains a +2 shield bonus to her Armor Class and a +2 circumstance bonus on her saving throws. She doesn’t gain these bonuses when the ectoplasmic manifested phantom is grappled, helpless, or unconscious. A spiritualist within 30 feet of her incorporeally manifested phantom receives a +2 circumstance bonus on saving throws against mind-affecting effects. This bonus is a supernatural ability and does not apply if the phantom is unconscious.
Emotional Power (Sp) The fractured mind gains a number of spell-like abilities, which are tied to her phantom’s emotional focus. She gains one spell-like ability at 5th level, a second at 7th level, a third at 9th level, and a fourth at 16th level. A fractured mind can use each of these abilities once per day, plus one additional time per day for every 4 spiritualist levels she possesses beyond the level at which she gained the spell-like ability. The saving throw DCs for these spell-like abilities are equal to 10 + 1/2 the fractured mind’s spiritualist class level + the fractured mind’s Charisma modifier, rather than being based on the spell’s level. The spell-like abilities granted by each emotional focus are listed below.
Lust: Unnatural lust (5th), Matchmaker (7th), Nixie's Lure (9th), Waves of ecstasy (16th)
Phantom
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.


Yukaari:

Ashe
female phantom 7
CN medium outsider (phantom)
Init +0; Senses Perception +0
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Defense
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AC 20, touch 20, flat-footed 20 ( +0 Dex, +8 def , +2 dodge)
hp 49 (6d10+24)
Fort +6, Ref +2, Will +5
Resist/Immune incorporeal
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Offense
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Speed 30 ft.
Melee 2 slams +6 (1d8+1)
Ranged varies +4 (varies)
Special Attacks alluring presence (diplomacy DC =10+1/2 tar hd + tar wis mod),
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Statistics
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Str 13, Dex 10, Con 18, Int 7, Wis 10, Cha 16
Base Atk +6; CMB +5;CMD 17
Feats skill focus (diplomacy) (1st), antagonize (3rd), skill focus (intimidate)
Skills
Intimidate +14=+3+5+3+3
Diplomacy +14=+3+5+3+3
Perception +6=+0+3+3
Sense Motive +6=+0+3+3
Languages common, elven, necril
SQ darkvision 60ft link, share spells, deliver touch spells (30 ft.)
Combat Gear none; Other Gear none
Misc Gear none
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Special Abilities
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Class Skills Bluff (Cha), Craft (Int), Fly (Dex), Intimidate (Cha), Knowledge (planes) (Int), Perception (Wis), Sense Motive (Wis), Stealth (Dex), Diplomacy
Full Manifestation Each time she fully manifests her phantom, the spiritualist must choose whether to manifest the phantom in either ectoplasmic or incorporeal form. The phantom gains the statistics presented on Table 1–11: Manifested Phantom’s Base Statistics, modified by the phantom’s emotional focus and by the type of manifestation the spiritualist chooses.
Ectoplasmic When the spiritualist manifests her phantom in ectoplasmic form, the phantom gains the following abilities.
Damage Reduction A phantom manifested in ectoplasmic form has DR 5/slashing. When the spiritualist reaches 5th level, the phantom gains DR 5/magic. At 10th level, the damage resistance increases to 10/magic. At 15th level, it increases to 15/magic, and at 20th level, the damage reduction becomes DR 15/—.
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 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.
Incorporeal When the spiritualist chooses to manifest the phantom in incorporeal form, the phantom appears within 30 feet of the spiritualist as a ghostly apparition. It gains the incorporeal subtype, including a deflection bonus to AC equal to its Charisma modif ier. Since it isn’t an undead creature, it takes no damage from holy water or positive energy. Unlike other incorporeal creatures, an incorporeal phantom can’t attack corporeal creatures, except to deliver touch-attack spells using the deliver touch spell ability. An incorporeal manifested phantom can make slam attacks against other incorporeal creatures as if it were in ectoplasmic form.
Emotional Focus (Lust)
Skills: The phantom gains a number of ranks in Bluff and Diplomacy 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.
Constitution Focus A phantom with this focus gains a +2 bonus to Constitution and a –2 penalty to Dexterity.
Instead of gaining a bonus to Dexterity as the spiritualist gains levels, a lust-focused phantom gains a bonus to Constitution instead.
Alluring Presence (Su) A phantom with this focus can coerce enemies to attack it. As an immediate action, the phantom attempts a Diplomacy check against a creature targeting the spiritualist with an attack or harmful spell, provided the phantom is within the target creature’s reach (or range, if the creature is attacking with a ranged weapon or spell). The DC for this check equals 10 + 1/2 the attacking creature’s HD + the attacking creature’s Wisdom modifier. If successful, the phantom becomes the target of all the creature’s attacks for 1 round. This is a mind-affecting compulsion emotion effect.
Magic Attacks
Devotion (Ex) The phantom gains a +4 morale bonus on Will saves against enchantment spells and effects. [/b]
Antagonize You can make Diplomacy and Intimidate checks to make creatures respond to you with hostility. No matter which skill you use, antagonizing a creature takes a standard action that does not provoke attacks of opportunity, and has a DC equal to 10+ the target’s Hit Dice + the target’s Wisdom modifier. You cannot make this check against a creature that does not understand you or has an Intelligence score of 3 or lower. Before you make these checks, you may make a Sense Motive check (DC 20) as a swift action to gain an insight bonus on these Diplomacy or Intimitade checks equal to your Charisma bonus until the end of your next turn. The benefits you gain for this check depend on the skill you use. This is a mind-affecting effect.

Diplomacy You fluster your enemy. For the next minute, the target takes a –2 penalty on all attacks rolls made against creatures other than you and has a 10% spell failure chance on all spells that do not target you or that have you within their area of effect.

Intimidate The creature flies into a rage. On its next turn, the target must attempt to make a melee attack against you, make a ranged attack against you, target you with a spell, or include you in the area of a spell. The effect ends if the creature is prevented from attacking you or attempting to do so would harm it (for example, if you are on the other side of a chasm or a wall of fire). If it cannot attack you on its turn, you may make the check again as an immediate action to extend the effect for 1 round (but cannot extend it thereafter). The effect ends as soon as the creature attacks you. Once you have targeted a creature with this ability, you cannot target it again for 1 day.

Description:
Yukarii is a half-elven standing five foot four with an attarctively curvy figure for a woman of her race. Her eyes are a pitch black in color with almost no sclera to be seen, with the outer corners slight uptilted, and long waist length black hair that is at time done up in elaborate hairstyles. She wears somewhat revealing clothing, long dresses with strategic slashes that show hints of her cleavage and aa skirt that is slit on each side for better mobility. She often carries a curvy bladed dagger called a kukri and at times seems to be accompanied by a ghost that looks like a much naughtier version of herself.

Personality:
Yukarii is not what many expect given her appearance and tends to be quite reserved and serious. She is a serious academic, particularly when it comes to evaluating new pieces for museums and such or dealing with potential buyers. Despite this she does know how to use her appearance to manipulate others for a better profit and greatly enjoys dancing even though she didn’t choose that as her lifelong career.

At other times, particulalry when surrounded by old objects or graves Yukarii becomes very distracted as, unbeknownst to most people, bot objects and the dead call to her. She is far more in tune with both than anyone realizes as she can read the history of an object by simply touching it and is highly perceptive to deceased spirits.

There are times when Yukarii seems like a different person entirely and when she does her name comes out differently when she speaks it having a longer “a: and shorter “i”. When this other her is around she becomes far more interested in pleasure and lust, seeking them out to the exclusion of other things. This tendency has caused some problems as most people don’t understand why it happens.


Background:
Yukarii is a half-elven woman practicing esoteric magics from the far eastern island of Hosaka, a hard of one of the great eastern continents of the world. Many different peoples inhabit it and Yukarii’s parents were no different. Her mother was a human priestess of Norala the Reaper, a spirit that reaps the dead when it is their time and brings healing of the spirit to those left behind, named Kora. Her father was a half-elven man said to be descended from the lost dark-elves that once lived within the world named Lo’Shien. They gave birth to their daughter Yukarii there and raised her as best they could but Norala was displeased that her priestess created a new life and cursed the girl born from them to be tormented by dead spirits and the past.

When Yukarii’s curse became evident her mother understood the reason and accepted it, doing the best to raise Yukarii to be a good person and to use her abilities to help the dead. She succeeded and Yukarii became quite talented at communing with spirits and reading the past of important objects allowing her to put many disagreements to rest about various objects whose ownership was contested.

When she reached her adolescence Yukarii found she enjoyed dancing and threw herself into it learning a great deal, though she never gave up her other calling, and it was this that would lead her to true disaster. When Yukarii was just old enough to be an adult her performances and powers brought her to the attention of a terrible moroi vampire, the last matriarch of the lost drow, who desired to possess Yukarii for both her heritage and powers. Yukarii was taken by the vampiress and remembers little of what was done to her. Fortunately before the vampire could turn her Yukarii was rescued by her parents who gave up their lives to get her away from the vampiress and end her forever.

From then on Yukarii was on her own and made her own way in life. She gave up her ideas of dancing for a career and began to study history, archaeology, anthropolgy, and spiritual magic. She finished her early studies and was granted a scholarship to finish at Miskatronic University. She graduated and worked on cataloging objects as well as dealing with the occasional angry spirit attached to them, when she heard of Dr Munroe Esq expedition for the newly discovered Xunlai Archipelago.