
The Painted Oryx |

I have a question about the Etheric Tether ability of the Spiritualist.
The rules state: "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."
Is this active any time the phantom is manifested? Or does it only apply when the spiritualist is sacrificing hp to keep the phantom alive?
Any help would be appreciated!
Cheers

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Sorry for the thread necromancy, but I'm also wondering if there's a spell or item that allows the phantom to wander at greater distance. The spiritualist's phantom, oddly enough, has some verbiage that seems to suggest there should be a way to operate a phantom at greater distances: (bold emphasis mine)
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.
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.

Wonderstell |
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Unfortunately that's just because those abilities were copy-pasted from the Summoner.
Bond Senses (Su): Starting at 2nd level, a summoner can, as a standard action, share the senses of his eidolon, hearing, seeing, smelling, tasting, and touching everything the eidolon does. He can use this ability a number of rounds per day equal to his summoner level. There is no range to this effect, but the eidolon and the summoner must be on the same plane. The summoner can end this effect as a free action.
Link (Ex): A summoner and his eidolon share a mental link allows for communication across any distance (as long as they are on the same plane). This communication is a free action, allowing the summoner to give orders to his eidolon at any time. In addition, magic items interfere with the summoner's connection to his eidolon. As a result, the summoner and his eidolon share magic item slots. For example, if the summoner is wearing a ring, his eidolon can wear no more than one ring. In case of a conflict, the items worn by the summoner remain active, and those used by the eidolon become dormant. The eidolon must possess the appropriate appendages to utilize a magic item.
***
What you're looking for is the Spirit Fuse:
At 3rd level, a spirit fuse can fuel the link between herself and her phantom with her own spirit, lengthening the distance by which they can be separated. When a phantom moves beyond the ranges described in the etheric tether ability, the spirit fuse can sacrifice 1 hit point to keep the phantom stable for 1 round without any special concentration or action. The phantom can operate at any distance from the spirit fuse, so long as she spends 1 hit point each round to maintain their connection. If the spirit fuse chooses not to spend 1 hit point, the effects of etheric tether apply as normal.
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