Valeeria
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Female changeling spiritualist (fractured mind, onmyoji) 1 (Pathfinder RPG Bestiary 4 29, Pathfinder RPG Occult Adventures 72, 109, 111)
CN Medium humanoid (changeling)
Init +4;
Senses darkvision 60 ft.; Perception +2
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Defense
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AC 16, touch 11, flat-footed 15 (+4 armor, +1 Dex, +1 natural)
hp 8 (1d8)
Fort +1,
Ref +2,
Will +4; +2 bonus vs. spell-like and supernatural abilities of fey, outsiders, and incorporeal undead
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Offense
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Speed 30 ft. (20 ft. in armor)
Melee dagger -1 (1d4-1/19-20) or
. . 2 claws -1 (1d4-1)
Spiritualist (Fractured Mind, Onmyoji) Spells Known (CL 1st; concentration +6)
. . 1st (3/day)—cure light wounds, shield
. . 0 (at will)—detect magic, grave words[OA], message, stabilize
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Statistics
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Str 9,
Dex 14,
Con 9,
Int 14,
Wis 14,
Cha 20
Base Atk +0;
CMB -1;
CMD 11
Feats Wasp Familiar
Traits calistrian courtesan, reactionary
Skills Acrobatics -4 (-8 to jump), Bluff +9 (+11 vs. creatures sexually attracted to her), Diplomacy +9 (+10 to gather information), Heal +6, Knowledge (religion) +6, Sense Motive +7, Use Magic Device +9;
Racial Modifiers +2 Bluff vs. creatures sexually attracted to her
Languages Aklo, Common, Draconic, Elven
SQ emotional spellcasting, etheric tether, phantom (Valeeria (Lust Phantom)), spiritual resistance
Other Gear chain shirt, dagger, backpack, bedroll, belt pouch, candle (10), flint and steel, hemp rope (50 ft.), holy text[UE], mess kit[UE], pot, soap, spell component pouch, torch (10), trail rations (5), waterskin, wooden holy symbol of Calistria, 32 gp
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Special Abilities
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Calistrian Courtesan (Diplomacy) You worked in one of Calistria’s temples as a sacred courtesan, and you know how to flatter, please, and (most of all) listen. You gain a +1 trait bonus on Sense Motive checks and Diplomacy checks to gather information, and one of these skills (you
Darkvision (60 feet) You can see in the dark (black and white vision only).
Emotional Spellcasting Use Charisma as casting stat instead of Wisdom.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Etheric Tether (Su) Lose hp to prevent dam to phantom that would banish it to ethereal. Phantom must remain close when manifested or concentration required.
Familiar Bonus: +4 bonus on initiative checks You gain the Alertness feat while your familiar is within arm's reach.
Green Widow (Green Hag) (Ex) +2 to Bluff vs. those sexually attracted to you.
Phantom (Shared Consciousness) Phantom can manifest as a separate creature or provide bonuses while sharing your mind.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Spiritual Resistance (Su) An onmyoji’s phantom provides her with protection from supernatural forces. While the phantom is confined within the onmyoji’s consciousness (not stranded on the Ethereal Plane or fully manifested), it grants her a +2 bonus on saving throws again
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Valeeria (Lust Phantom)
Phantom (Pathfinder RPG Occult Adventures)
CN Medium outsider (phantom)
Init +1;
Senses darkvision 60 ft.; Perception +4
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Defense
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AC 13, touch 11, flat-footed 12 (+1 Dex, +2 natural)
hp 12 (1d10+2)
Fort +2,
Ref +3,
Will +2
DR 5/slashing
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Offense
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Speed 30 ft.
Melee 2 slams +2 (1d6+1)
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Statistics
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Str 12,
Dex 12,
Con 15,
Int 7,
Wis 10,
Cha 13
Base Atk +1;
CMB +2;
CMD 13
Feats Skill Focus (Diplomacy)
Skills Acrobatics +5, Bluff +5, Diplomacy +8, Fly +5, Perception +4, Stealth +5
Languages Common
SQ ectoplasmic phase lurch
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Special Abilities
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Damage Reduction (5/slashing) You have Damage Reduction against all except Slashing attacks.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Ectoplasmic Phase Lurch (Su) Bypass solid obstacles (but not creatures) at half speed, must end turn in clear space.
Alluring Presence (Su) As an immediate action, the phantom attempts a Diplomacy check against a creature targeting the spritualist with an attack or harmful spell, provided the phantom is within the target's reach (or range). The DC for this check is 10 + 1/2 the attacking creature's HD + the attackin 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 effect.
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Vespa
Wasp familiar
CN Tiny magical beast (vermin)
Init +3;
Senses darkvision 60 ft.; Perception +4
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Defense
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AC 19, touch 15, flat-footed 16 (+3 Dex, +4 natural, +2 size)
hp 4 (1d8)
Fort +2,
Ref +3,
Will +2
Immune mind-affecting effects
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Offense
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Speed 10 ft., fly 40 ft. (average)
Melee sting +5 (1d2-4 plus poison)
Space 2½ ft.;
Reach 0 ft.
Special Attacks poison
Spell-Like Abilities (CL 1st; concentration -3)
. . At will—divine guidance
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Statistics
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Str 3,
Dex 16,
Con 10,
Int 6,
Wis 10,
Cha 2
Base Atk +0;
CMB +1;
CMD 7 (19 vs. trip)
Feats Ability Focus (poison: sting - injury), Weapon Finesse
Skills Acrobatics +3 (-5 to jump), Bluff -3, Diplomacy -3, Fly +11, Heal +4, Perception +4, Sense Motive +4, Stealth +15, Use Magic Device -3; Racial Modifiers +4 Perception, +4 Stealth
SQ improved evasion, share will
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Special Abilities
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Darkvision (60 feet) You can see in the dark (black and white vision only).
Divine Guidance (At will) (Sp) An emissary can cast guidance at will.
Flight (40 feet, Average) You can fly!
Immunity to Mind-Affecting effects You are immune to Mind-Affecting effects.
Improved Evasion (Ex) No damage on successful reflex save; half on failed save.
Poison: Sting - Injury (DC 12) (Ex) Sting—Injury; save Fort DC 12; freq 1/rd for 6 rds; effect sicken for 1 rd; cure 1 save.
Share Will (1/day) (Su) When your or familiar fails a save, the other can roll in their place, but failure affects both.