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Kalko

comment Pathfinder Society -hahmot

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Kuvateksti

Kalko Coldshade

Sitaatti

Female Dwarf Spiritualist 2
N Medium Humanoid (dwarf)
Player Lasikanuuna (150675-)
Xp 4
Faction Dark Archives
Prestige/Fame 6/8


Init +1
Senses darkvision 60 ft.; Perception +5


AC 17, touch 11, flat-footed 16 (+5 armor, +1 Dex, +1 shield)
hp 19
Fort +5, Ref +1, Will +7; +2 vs fear, +2 vs poison, spells, spell-like abilities


Speed 20 ft.
Melee cold iron battleaxe +2 (1d8/x3)
Melee silver warhammer +2 (1d8/x3)
Ranged light crossbow +2 (1d8/19-20)


Spiritualist Spells Known (CL 2nd; concentration +8)
1st (3/day) — cause fear (DC 16), doom (DC 16), inflict light wounds (DC 16)
Knacks (at will) — daze (DC 14), detect magic, grave words, guidance, stabilize


Str 12, Dex 12, Con 15, Int 14, Wis 18, Cha 6
Base Atk +1; CMB +1; CMD 12
Feats

Skills (ACP -3 from medium load)

Traits Courageous (Combat), Focused Mind (Magic)
Racial Traits

Languages Common, Dwarf, Terran, Undercommon
SQ
FCB hp +2


On person +1 chain shirt, masterwork buckler, cold iron battleaxe, silver warhammer, light crossbow with 20 bolts (10 cold iron, 10 silver), spell component pouch, wand of cure light wounds, belt pouch, peasant's outfit
In backpack
Other/Stored
Wealth 648gp
Encumbrance 51.5 lb. without backpack, 53.5 lb. with backpack (43 lb. light/86 lb. medium/130 lb. heavy)


Notes

Alt text
Kuvateksti

Phantom

Sitaatti

Fear Phantom
N Medium Outsider (phantom)


Init +2
Senses darkvision 60ft.; Perception +5


(Ectoplasmic) AC 16, touch 12, flat-footed 14; (+4 natural, +2 Dex)
(Incorporeal) AC 17, touch 17, flat-footed 13; (+2 dodge, +2 Dex, +3 deflection)
hp 13 (2d10+2)
Fort +1, Ref +4, Will +2
DR 5/slashing (ectoplasmic only)


Speed 30ft
Melee 2 slams +4 (1d6+1 plus horrifying strike) Special Attacks horrifying strike (DC 13, shaken 1d4 rounds)


Str 12, Dex 15, Con 13, Int 7, Wis 10, Cha 14
Base Atk +2; CMB +2; CMD 14
Feats Weapon Finesse, StealthyB
Skills

Languages Common, Dwarven, Terran, Undercommon


Horrifying Strike (Ex): If the phantom hits a creature with a slam attack, that creature must succeed at a Will Saving Throw (DC = 10 + 1/2 the phantom's Hit Dice + the phantom's Charisma modifier) or be shaken for 1d4 rounds. Multiple attacks against the same creature do not cause the creature to become frightened. This is a mind-affecting fear effect.
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.
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. An incorporeal creature is immune to critical hits and precision-based damage (such as sneak attack damage) unless the attacks are made using a weapon with the ghost touch special weapon quality. An incorporeal creature moves silently and cannot be heard with Perception checks if it doesn’t wish to be. Incorporeal creatures have an innate sense of direction and can move at full speed even when they cannot see.\\

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page last modified on 2017-01-23 15:37