Phantoms
A phantom's abilities are determined by the spiritualist's level and the choice of manifestations the spiritualist makes when she performs the manifestation ritual. The Manifested Phantom's Base Statistics determines many of the base statistics of the phantom. Each phantom possesses an emotional focus that modifies these base statistics and abilities. Phantoms are considered outsiders for the purpose of determining which spells affect them.
Class Level
This is the spiritualist's class level.
HD
This is the total number of 10-sided (d10) Hit Dice the phantom possesses, each of which is modified by the phantom's Constitution, as normal.
BAB
This is the phantom's base attack bonus. A phantom's base attack bonus is equal to its Hit Dice. Phantoms do not gain additional attacks using their natural weapons at higher base attack bonuses.
Good/Bad Saves
These are the phantom's base saving throw bonuses. A phantom possesses two good saving throws and one bad saving throw, determined by the phantom's emotional focus.
Skills
This lists the phantom's total skill ranks. A phantom can assign skill ranks to any skills, but it must possess the appropriate appendage to use some skills. Phantoms with Intelligence scores above the base value modify these totals as normal (a phantom gains a number of skill ranks equal to 2 + its Intelligence modifier per Hit Die). A phantom can't have more ranks in a skill than it has Hit Dice. Phantom skill ranks are set once chosen.
Feats
This is the total number of feats possessed by a phantom. A phantom can select any feat it qualifies for, but it must possess the appropriate appendage in order to use some feats. Phantom feats are set once chosen.
Armor Bonus
The number noted here is the increase to the phantom's natural armor bonus when it manifests as an ectoplasmic creature, and its deflection bonus when it manifests as an incorporeal creature. An ectoplasmic or incorporeal manifested phantom can't wear armor of any kind, as the armor interferes with the spiritualist's connection with the phantom; a phantom may seem to be wearing armor, but this appearance is just an illusory part of its appearance.
Dex/Cha Bonus
Add this bonus to the phantom's Dexterity and Charisma scores.
Slam Damage
Phantoms have two slam natural weapon attacks. Those attacks' damage is based on the size of the phantom and is sometimes modified by the abilities of the phantom's emotional focus. The table below gives the damage by spiritualist level of the slam attacks made by a Medium phantom. See the second table below for the damage of such attacks for Small and Large phantoms. Often, an individual phantom manifests in a form that makes it appear as if it had weapons or other natural attacks. Regardless of their apparent forms, the phantom's attacks still deal the slam attack damage listed on the tables below.
Special
This column includes a number of abilities gained by all phantoms as they increase in power. Each of these bonuses is described below.
Darkvision The phantom has darkvision out to a range of 60 feet.
Link (Su)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.
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.
Deliver Touch Spells (Su)The phantom can deliver touch spells for the spiritualist when fully manifested in incorporeal or ectoplasmic form. The spiritualist and the phantom need not be in contact to accomplish this, but the phantom must be within 30 feet and the spiritualist must be able to see the phantom. If the spiritualist is 12th level or higher, the phantom can deliver touch spells within 50 feet of the spiritualist. The spiritualist can cast the spell, and then the phantom can deliver the touch as an immediate action. If the touch spell deals damage, the phantom must make the attack roll. The phantom can't hold the charge of a touch spell cast by the spiritualist using this ability. If the spell is delivered to the phantom, it must touch a target or the spell is lost. If the spell allows you to touch up to six willing targets, the phantom can accomplish this with an immediate action, but all of the willing targets must be within the phantom's melee reach at the time.
Magic Attacks (Su)When the phantom manifests in ectoplasmic form, it treats its slam attacks as if they were magic for the purposes of overcoming damage reduction. If the spiritualist is 10th level or higher, all of the phantom's weapons are treated as the alignment of the phantom for the purpose of overcoming damage reduction.
Ability Score Increase (Ex)The phantom adds 1 to one of its ability scores.
Devotion (Ex)The phantom gains a +4 morale bonus on Will saves against enchantment spells and effects.
Incorporeal Flight (Su)When the phantom manifests in incorporeal form, it has a fly speed of 40 feet (good).
Phantom Statistics
A spiritualist's phantom is typically the same size as the spiritualist. A spiritualist can have a phantom that is one size category smaller than her, and if she is Small or smaller, she can have a phantom one size category larger than her. A phantom is always a humanoid-shaped creature, and looks somewhat like it did in its past life while manifested, though the emotional turmoil of its existence usually warps its appearance in some way.
Every phantom has the following base statistics, which are then modified by its size and emotional focus.
Manifested Phantom's Base Statistics
Class Level | HD | BAB | Good Saves | Bad Save | Skills | Feats | Armor Bonus | Dex/Cha Bonus | Slam Damage† | Special |
---|---|---|---|---|---|---|---|---|---|---|
1st | 1 | +1 | +2 | +0 | 2 | 1 | +0 | +0 | 1d6 | Darkvision, link, share spells |
2nd | 2 | +2 | +3 | +0 | 4 | 1 | +2 | +1 | 1d6 | — |
3rd | 3 | +3 | +3 | +1 | 6 | 2 | +2 | +1 | 1d6 | Deliver touch spells (30 ft.) |
4th | 3 | +3 | +3 | +1 | 6 | 2 | +2 | +1 | 1d6 | Magic attacks |
5th | 4 | +4 | +4 | +1 | 8 | 2 | +4 | +2 | 1d8 | Ability score increase |
6th | 5 | +5 | +4 | +1 | 10 | 3 | +4 | +2 | 1d8 | Devotion |
7th | 6 | +6 | +5 | +2 | 12 | 3 | +6 | +2 | 1d8 | — |
8th | 6 | +6 | +5 | +2 | 12 | 3 | +6 | +3 | 1d8 | — |
9th | 7 | +7 | +5 | +2 | 24 | 4 | +6 | +3 | 1d10 | Incorporeal flight |
10th | 8 | +8 | +6 | +2 | 16 | 4 | +8 | +4 | 1d10 | Ability score increase |
11th | 9 | +9 | +6 | +3 | 18 | 5 | +8 | +4 | 1d10 | — |
12th | 9 | +9 | +6 | +3 | 18 | 5 | +10 | +5 | 1d10 | Deliver touch spells (50 ft.) |
13th | 10 | +10 | +7 | +3 | 20 | 5 | +10 | +5 | 2d6 | — |
14th | 11 | +11 | +7 | +3 | 22 | 6 | +10 | +5 | 2d6 | — |
15th | 12 | +12 | +8 | +4 | 24 | 6 | +12 | +6 | 2d6 | Ability score increase |
16th | 12 | +12 | +8 | +4 | 24 | 6 | +12 | +6 | 2d6 | — |
17th | 13 | +13 | +8 | +4 | 26 | 7 | +14 | +7 | 2d8 | — |
18th | 14 | +14 | +9 | +4 | 28 | 7 | +14 | +7 | 2d8 | — |
19th | 15 | +15 | +9 | +5 | 30 | 8 | +14 | +7 | 2d8 | — |
20th | 15 | +15 | +9 | +5 | 30 | 8 | +16 | +8 | 2d8 | — |
†The value shown is for Medium phantoms. See the table below for Small or Large phantoms. |
Small or Large Phantom Slam Damage
Level | Damage (Small Phantom) | Damage (Large Phantom) |
---|---|---|
1st-4th | 1d4 | 1d8 |
5th-8th | 1d6 | 2d6 |
9th-12th | 1d8 | 2d8 |
13th-16th | 1d10 | 3d6 |
17th-20th | 2d6 | 3d8 |
Phantom
Starting Statistics
Type Outsider (phantom); Size As spiritualist or one size category smaller (or one size category larger, if the spiritualist is Small or smaller); Speed 30 ft.; AC +2 dodge (in incorporeal form) or +2 natural armor (in ectoplasmic form); Attack 2 slams (1d6 or 1d4 if size Small); Ability Scores Str 12, Dex 14, Con 13, Int 7, Wis 10, Cha 13.
Phantom Skills
The following skills are class skills for the phantom: Bluff (Cha), Craft (Int), Fly (Dex), Intimidate (Cha), Knowledge (planes) (Int), Perception (Wis), Sense Motive (Wis), and Stealth (Dex). In addition, at 1st level, the spiritualist can choose one additional skill as a class skill for her phantom. The phantom also gains two class skills based on its emotional focus. The phantom automatically gains bonus ranks in these two skills as the spiritualist increases in level—its number of ranks in these skills is always equal to its number of Hit Dice.
Full Manifestation Forms
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 the Manifested Phantom's Base Statistics table, modified by the phantom's emotional focus and by the type of manifestation the spiritualist chooses.
When the spiritualist manifests her phantom in ectoplasmic form, the phantom gains the following abilities.
Damage ReductionA 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 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.
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 modifier. 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
Each phantom has an emotional focus—a powerful emotion based on some experience in life that keeps it tethered to the Material and Ethereal planes. This emotional focus also grants the phantom abilities that it can use while manifested. The type of each ability and its power are determined by the spiritualist's level.
The emotional focus determines which bonus skill ranks the phantom gains, as well as the skills in which its spiritualist master gains Skill Focus. It also determines the good saving throws of the manifested phantom and the special abilities the phantom gains as it increases in level.
While phantoms tend to appear much as they did in life—at least as they did at the time of death—each emotional focus twists a phantom's visage, mannerisms, and even personality in its own way. Unlike with most creatures, a phantom's emotion aura often manifests for all to see, even those without the benefit of spells or abilities. Often phantoms manifest these emotion auras in unique ways, some of which are described in individual emotional focus descriptions.
Anger
Phantoms with this emotional focus are filled with seething anger from events in their past lives. Phantoms with this focus often take the form of hulking brutes with furrowed brows or of frenzied creatures that always seem ready to strike down those who come too near. Many times, these phantoms exude a bright red aura, especially when they are engaged in combat, or they seem to breathe a red mist in shallow pants from behind clenched, phantasmal teeth.
Skills
The phantom gains a number of ranks in Intimidate and Survival 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.
Good Saves
Fortitude and Will.
Strength Focus
The phantom gains a +2 bonus to Strength and a –2 penalty to Dexterity. Instead of the phantom gaining a bonus to Dexterity as the spiritualist gains levels, an anger-focused phantom gains a bonus to Strength instead.
A phantom with this focus deals more damage with its slam attacks. It deals slam damage as a creature one size category larger than its current size. The phantom also gains Power Attack as a bonus feat.
Aura of Fury
When the spiritualist reaches 7th level, as a swift action, the phantom can emit a 20-foot-radius aura of fury. Creatures within the aura gain a +2 bonus on melee attack rolls but take a –2 penalty to AC. Ending the aura is a free action. The phantom can use this ability in either ectoplasmic or incorporeal form.
When the spiritualist reaches 12th level, once per day as a swift action, a phantom in ectoplasmic form can grow more ferocious and frightening. It becomes one size category larger than its current size, as affected by an enlarge person spell, and grows fiercer in combat, as if affected by a rage spell. This effect lasts for 1 round per class level of the spiritualist. When the spiritualist reaches 18th level, a phantom using ferocious mien also gains the frightful presence extraordinary ability (Bestiary 300; range 30 feet, duration 5d6 rounds).
When the spiritualist reaches 17th level, once per day as a standard action, the phantom can emit a single angry wail that acts as wail of the banshee. The phantom uses its Hit Dice as its caster level for the effect, and the DC of the effect is 10 + 1/2 the phantom's Hit Dice + the phantom's Charisma modifier. The phantom can use this ability in either ectoplasmic or incorporeal form.
Dedication
Either through a sense of love or the desire to finish some unfinished task, a phantom with this emotional focus has an undying devotion to something or someone in the world. It's often the case that a phantom with this emotional focus has a strong familial tie with its spiritualist master. A dedication phantom most often appears as a strong and stern protector with a watchful gaze, and its service to its spiritualist is unwavering. These spirits exude auras of blue, or sometimes rose if their love for their spiritualist masters in life was great. Many times these auras manifest as a halo, giving these phantoms a divine appearance, no matter their actual alignment or opinions on matters of religion.
Skill
The phantom gains a number of ranks in Diplomacy and Sense Motive 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.
Good Saves
Reflex and Will.
Iron Will
The phantom gains Iron Will as a bonus feat. Furthermore, when the phantom is within its master's consciousness, it grants the benefits of Iron Will to its master if its master doesn't have that feat.
When a creature makes an attack against the phantom's master, the phantom gains a +2 bonus on attack rolls against that target, and deals damage against that target as if the phantom were one size category larger. For the purposes of this ability, an attack includes any harmful spell targeting the spiritualist master of whose area or effect includes the spiritualist master. Dutiful strike lasts for 1 minute, until another creature attacks the phantom's spiritualist master (at which point this effect transfers to the new attacker), or until the attacking creature is reduced to fewer than 0 hit points, whichever occurs first.
When the spiritualist reaches 7th level, the phantom can emit a 10-foot-radius aura that grants protection to nearby allies. It can activate this aura at will as a swift action. Allies within the aura gain a +2 deflection bonus to AC and a +2 bonus to CMD and on all saving throws. Deactivating the aura is a free action.
When the spiritualist reaches 12th level and is caught unawares by an attack (such as an attack made in a surprise round or while the spiritualist is asleep or an attack by a creature using Stealth), if the phantom is not fully manifested, it automatically fully manifests from the spiritualist's consciousness to protect its master. The phantom stays manifested as long as the spiritualist is unaware and in danger. This ability requires no action from the spiritualist.
When the spiritualist reaches 17th level, the phantom becomes immune to detrimental mind-affecting effects and all forms of possession, such as magic jar and possession. Furthermore, the phantom is immune to banishment, dismissal, and similar effects.
Some creatures die in such horrific ways, or live such pointless and senseless lives, that despair grips their very beings. Phantoms with this focus use misery as a weapon, inflicting the living with the gloom of the phantoms' continued existence. Despair phantoms often appear twisted or wounded, showing the grisly circumstances of their demise. Their coloration tends to have a grayish or sickly green cast. When they speak, they do so in terrifying whispers or high-pitched screeches.
Skills
The phantom gains a number of ranks in Intimidate and Stealth 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.
Good Saves
Fortitude and Will.
Power from Despair
The phantom gains a +2 bonus on attack and damage rolls against creatures that are shaken, frightened, panicked, cowering, or subject to effects such as aura of despair or crushing despair.
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 take a –2 penalty on attack and damage rolls for 1 round. This is a mind-affecting fear and emotionUM effect. Penalties from multiple hits don't stack with themselves.
Aura of Despair
When the spiritualist reaches 7th level, as a swift action, the phantom can emit a 10-foot aura of despair. Enemies within the aura take a –2 penalty on all saving throws. This is a fear effect. Deactivating the aura is a free action.
When the spiritualist reaches 12th level, three times per day as a standard action, the phantom can emit a shout that acts as crushing despair. The phantom uses its Hit Dice as its caster level for the effect, and the DC of the effect equals 10 + 1/2 the phantom's Hit Dice + the phantom's Charisma modifier. The phantom can use this ability in either ectoplasmic or incorporeal form.
When the spiritualist reaches 17th level, if the phantom hits with its slam attack, the creature hit doesn't get a save to resist the effects of miserable strike.
Fear
A phantom with this emotional focus suffered from overwhelming fear in life. As a phantom, it is able to channel that fear into a terrifying weapon. Fear phantoms are often horrifying to behold. Sometimes they appear as ghostly figures in tattered funeral garb or wrapped in chains or other bindings. Their features may be distorted into gaunt and haunting forms, making them seem more like ghosts or spectres. A miasma of livid gray swirling motes often surrounds their forms as they stalk their surroundings, seeking to bestow their terror on others.
Skills
The phantom gains a number of ranks in Intimidate and Stealth equal to its number of Hit Dice. While confined in the spiritualist's consciousness, such a phantom grants the spiritualist Skill Focus in each of these skills.
Good Saves
Reflex and Will.
The phantom gains Stealthy as a bonus feat.
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.
When the spiritualist reaches 7th level, as a swift action, the phantom can emit a 20-foot-radius aura that amplifies the fear conditions of enemies within it if they fail their Will saving throws (DC = 10 + 1/2 the phantom's Hit Dice + the phantom's Charisma modifier). A shaken enemy in the aura becomes frightened, a frightened creature becomes panicked, and a panicked creature cowers. This effect lasts either as long as the enemy stays within the aura and is under the condition of the initial fear effect, or for a number of rounds after it leaves the aura equal to 1/2 the phantom's Hit Dice, or until the end of the original fear effect's duration, whichever comes first. A creature that succeeds at the saving throw is immune to this effect from the same phantom for 24 hours. This is a mind-affecting fear effect. The phantom can use this ability in either ectoplasmic or incorporeal form.
Few things draw a spirit toward the Negative Material Plane like the emotion of hatred. Phantoms with this focus often are blinded by—and blind others with—this powerful emotion. These phantoms are frequently darker and more foreboding than all but those phantoms with the fear emotional focus. Many of them manifest as dark and dreadful knights, their armor bristling with spikes and their hands seeming to grasp barbed and terrible weapons. Other times they appear as tall, gaunt figures staring down arrogantly at those who approach. These phantoms typically spew a string of curses at their foes, often profane, sometimes poetic. Their auras are pulsating and pitch black, and thrum violently when these horrible phantoms attack.