Wahyu (Commander Fallout)

__NOTOC__
===Basic Information===
 Race: Wayang
 Class: Spiritualist (Fractured Mind)
 Level: 6
 Experience: 22,000 XP (23,000 TNL)
 Alignment: NG
 Languages: Wayang, Venzan, Old Landellian, Aklo
 Deity: The Lady of Sorrows
 First Seen: The Dunn Wright Inn
 Location: Rodents of Unusual Size, Part 3
 Background: Open
==Abilities==
STR: 10 +0 (0 pts)
DEX: 16 +3 (5 pts) +2 Racial
CON: 12 +1 (2 pts) 
INT: 13 +1 (1 pts) +2 Racial
WIS: 10 +0 (2 pts) -2 Racial
CHA: 19 +4 (10 pts) +2 Enhancement, +1 Level
==Combat Statistics==
 (Max-2) HP: 47 = [6d8 + CON (6x1) + FC (3)] (Spiritualist)
 AC: 19(21*) = [10 + DEX (2) + Armor (4) + Shield (2*) + Natural (0)
 + Size (1) + Misc (0) + Magic (2)]
 AC Touch: 13 = [10 + DEX (2) + Size (1) + Misc (0)]
 AC Flatfooted: 17(19*) = [10 + Armor (4) + Shield (2*) + Natural (0)
 + Size (1) + Misc (0) + Magic (2)]
 INIT: +6 = [DEX (2) + Improved Initiative feat (4)]
 BAB: +4 = [Oracle (4) + Class 2 (0)]
 CMB: +3 = [BAB (4) + STR (0) + Misc (0) - Size (1)]
 CMD: 15 = [10 + BAB (4) + STR (0) + DEX (2) + Misc (0) - Size (1)]
 Fortitude: +7(9*) = [Oracle (5) + CON (1) + Cloak (1) + Circ(2*)]
 Reflex: +6(8*) = [Oracle (2) + DEX (3) + Cloak (1) + Circ(2*)]
 Will: +7(9*) = [Oracle (5) + WIS (0) + Indomitable Faith (1) 
 + Cloak (1) + Circ (2*)]
 Speed: 20'
 *only when next to his ecto phantom
 **+2 to will vs. mind affecting within 30 ft of
 incorporeal phantom
===Weapon Statistics===
 Kris Dagger: Attack: +9 = [BAB (4) + DEX (3) + Size (1) + Magic (1)]
 Damage: 1d3+1, Crit: 19-20/x2, 
 Special: +2 to SOH checks to conceal, Living Steel
===Racial Features===
 Ability Adjustments: +2 (DEX), +2 (INT), -2 (WIS)
 Size: Small
 Speed: 20'
 Favored Class: Spiritualist (Skill Point x3, Hit point x3)
 Light and Dark: Once per day as an immediate action, a wayang can treat 
 positive and negative energy effects as if she were an
 Darkvision: Wayang can see in the dark up to 60 feet.
 undead creature, taking damage from positive energy and
 healing damage from negative energy. This ability lasts
 for 1 minute once activated.
 Lurker: Wayang gain a +2 racial bonus on Perception and Stealth
 checks.
 Shadow Magic: Wayang add +1 to the DC of any saving throws against
 spells of the shadow subschool that they cast. Wayang with
 a Charisma score of 11 or higher also gain the following
 spell-like abilities: 1/day—ghost sound, pass without
 trace, and ventriloquism. The caster level for these
 effects is equal to the wayang's level. The DC for these
 spells is equal to 10 + the spell's level + the wayang's
 Charisma modifier.
 Shadow Resistance: Wayang get a +2 racial bonus on saving throws against
 spells of the shadow subschool.
===Class Features===
Spiritualist
 Armor/Weapons: A spiritualist is proficient with all simple weapons, kukris, saps, 
 and scythes, as well as with light armor.
 
 Phantom: A spiritualist begins play with the aid of a powerful and
 versatile spirit entity called a phantom. The phantom forms
 a link with the spiritualist, who forever after can either harbor 
 the creature within her consciousness or manifest it as an 
 ectoplasmic or incorporeal entity. A phantom has the same alignment 
 as the spiritualist, and it can speak all the languages its master 
 can. A spiritualist can harbor her phantom in her consciousness, 
 manifest it partially (see the bonded manifestation class feature), 
 or fully manifest it. A fully manifested phantom is treated as a 
 summoned creature from the Ethereal Plane, except it is not sent 
 back to the Ethereal Plane until it is reduced to a negative amount 
 of hit points equal to or greater than its Constitution score.
 
 Fully manifesting a phantom takes one minute, switching manifested 
 forms takes a full round action that provokes AoOs, and a phantom 
 manifests with the same amount that it had when it was dispelled 
 (or half of its total if it was slain).
 
 Phantoms can only be healed with magic or with the Heal skill 
 (while in ectoplasmic form). A phantom stays manifested until it is
 returned to the spiritualists consciousness (a standard action), or 
 banished to the Ethereal Plane. A banished phantom cannot return in 
 any form for 24 hours. While fully manifested, a phantom can't be 
 returned to the Ethereal Plane by means of dispel magic, but spells 
 such as dismissal and banishment work normally. Whenever the 
 spiritualist is unconscious or asleep, the phantom immediately 
 returns to the spiritualist's consciousness. If the spiritualist 
 dies, the phantom is returned to the Ethereal Plane, and can't 
 return to the spiritualist's consciousness until 24 hours after the 
 spiritualist is brought back to life.
 
 A phantom can't be dismissed or banished (by a spell or any other 
 similar effect) while it resides in the spiritualist's 
 consciousness, as the phantom is protected from such effects by the 
 power of the spiritualist's psyche.
 
 Shared Consciousness (Su): (Hatred: Acrobatics and Perception) 
 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. Italso 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.
 
 Etheric Tether (Su): 
 Phantom can mainfest in ectoplasmic or incorporeal forms. A 
 spiritualist can sacrifice any amount of HP to prevent his phantom 
 from dying
 
 Phantoms must stay within 50 feat of their spiritualist. An 
 ectoplasmic phantom can travel up to 100 feat away but the 
 spiritualist must concentrate on the tether as a full round action 
 every turn that the phantom is outside the 50 foot radius. Should 
 this be interrupted, the phantom will instantly snap back to the 
 master's consciousness.
 
 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.
 
 Bonded Senses (Su): 6 rounds/day 
 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.
 
 Bonded Manifestation (Su): 9 rounds/day 
 Ectoplasmic: Spiritualist gains +4 shield bonus to armor class. 
 Applies against incorporeal touch attacks 
 Incorporeal: Gains concealment against ranged attacks
 
 Spiritual Interference (Ex or Su) 
 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): Hatred, DC 17 
 The fractured mind gains a number of spell-like abilities, which 
 are tied to her phantom's emotional focus. 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. 
 (5) Doom (1/day) 
 (7) Inflict Moderate Wounds (0/day) 
 (9) Bane (0/day) 
 (16) Curse (0/day)
 
 Phantom Recall (Su): 1/day 
 As either a swift or an immediate action, a spiritualist can call 
 her manifested phantom to her side or back into her consciousness. 
 This ability functions as dimension door, using the spiritualist's 
 class level as the caster level. When the spiritualist calls the 
 phantom in this way, the phantom appears adjacent to the spiritualist 
 (or as close as possible, if all adjacent spaces are occupied).
 
 When the spiritualist uses this ability to call the phantom back to 
 her consciousness, she can activate bonded manifestation as part of 
 that action, but doing so costs 1 extra round of bonded manifestation. 
 The spiritualist can use this ability once per day at 6th level, plus 
 one additional time per day for every 4 spiritualist levels she 
 possesses beyond 6th.
===Feats===
 Weapon Finesse (1st Level): Dex to Daggers 
 
 Skill Focus (3rd Level): +3 to Knowledge (Religion) 
 
 Eldritch Heritage (Arcane) [5th level]: Arcane Bond (Weapon)
===Traits===
 Indomitable Faith (Faith): His religion, part of the Wayang's cultural identity, was
 and is oppressed by the followers of the Lord of Night.
 His steadfastness of faith gives him a +1 to Will Saves
 Two-World Magic (Magic): Though the spirits of his ancestors are mischievous, the
 time he has spent with them has given him a talent of
 reigning them in to his will. He adds Ghost Sound
 to his class spell list as an orision.
===Skills===
<tabber>Bonded Consciousness =
Skill Points: 33 = [Base (24) + INT (1x6); FC (3), Misc (0)] (Spiritualist)
Skills Total Rank CS Ability ACP Misc
Acrobatics 5 0 0 2 0 +3 Skill Focus
Appraise 1 0 0 1 +0
Bluff 13 6 3 4 +0
Climb 0 0 0 0 0 +0
Craft ( ) 1 0 * 1 +0
Diplomacy 5 1 0 4 +0
Disable Device 0 0 0 0 +0
Disguise 4 0 0 4 +0
Escape Artist 2 0 0 2 +0
Fly 2 0 * 2 0 +0
Handle Animal 0 0 0 0 +0
Heal 0 0 * 0 +0
Intimidate 4 0 0 4 +0
Knowledge (Arcana) 6 2 3 1 +0
Knowledge (Dngnrng) 0 * 0 +0
Knowledge (Engnrng) 0 * 0 +0
Knowledge (Geography) 0 * 0 +0
Knowledge (History) 0 * 0 +0
Knowledge (Local) 0 * 0 +0
Knowledge (Nature) 0 * 0 +0
Knowledge (Nobility) 0 * 0 +0
Knowledge (Planes) 5 1 3 1 +0
Knowledge (Religion) 10 3 3 1 +3 Skill Focus
Linguistics 0 * 1 +0
Perception 11 6 0 0 +5 Racial & SF
Perform ( ) 4 0 0 4 +0
Profession ( ) 0 * 0 +0
Ride 2 0 0 2 0 +0
Sense Motive 5 2 3 0 +0
Sleight of Hand 0 0 0 0 +0
Spellcraft 8 4 3 1 +0
Stealth 13 2 3 2 0 +6 Racial & Size 
Survival 0 0 0 0 +0
Swim 0 0 0 0 0 +0
Use Magic Device 13 6 3 4 +0
* = untrained class skill
|-|Manifested =
Skill Points: 33 = [Base (24) + INT (1x6); FC (3), Misc (0)] (Spiritualist)
Skills Total Rank CS Ability ACP Misc
Acrobatics 2 0 0 2 0 +0
Appraise 1 0 0 1 +0
Bluff 13 6 3 4 +0
Climb 0 0 0 0 0 +0
Craft ( ) 1 0 * 1 +0
Diplomacy 5 1 0 4 +0
Disable Device 0 0 0 0 +0
Disguise 4 0 0 4 +0
Escape Artist 2 0 0 2 +0
Fly 2 0 * 2 0 +0
Handle Animal 0 0 0 0 +0
Heal 0 0 * 0 +0
Intimidate 4 0 0 4 +0
Knowledge (Arcana) 6 2 3 1 +0
Knowledge (Dngnrng) 0 * 0 +0
Knowledge (Engnrng) 0 * 0 +0
Knowledge (Geography) 0 * 0 +0
Knowledge (History) 0 * 0 +0
Knowledge (Local) 0 * 0 +0
Knowledge (Nature) 0 * 0 +0
Knowledge (Nobility) 0 * 0 +0
Knowledge (Planes) 5 1 3 1 +0
Knowledge (Religion) 10 3 3 1 +3 Skill Focus
Linguistics 0 * 1 +0
Perception 8 6 0 0 +2 Racial
Perform ( ) 4 0 0 4 +0
Profession ( ) 0 * 0 +0
Ride 2 0 0 2 0 +0
Sense Motive 5 2 3 0 +0
Sleight of Hand 0 0 0 0 +0
Spellcraft 8 4 3 1 +0
Stealth 13 2 3 2 0 +6 Racial & Size 
Survival 0 0 0 0 +0
Swim 0 0 0 0 0 +0
Use Magic Device 13 6 3 4 +0
* = untrained class skill
</tabber>
===Spell Lists (Known)===
<tabber>Knacks (DC 14)=
 • Detect Magic
 • Guidance
 • Grave Words
 • Mage Hand
 • Stabilize
 • Read Magic
 + Ghost Sound (TW)
|-|Level 1 (DC 15)= 4/day + 1
 • Burst of Insight
 • Protection From Evil
 • Remove Fear
 • Touch of Gracelessness
|-|Level 2 (DC 16)= 3/day + 1
 • False Life
 • Inflict Pain
 • Invisibility
 • Stricken Heart
</tabber>
(TW) Two World Magic
(MI) Magic Item Bonus
===Equipment===
Equipment Cost Weight
Cleric's Vestments -- gp -- 
+2 Mithril Shirt 5100 gp 5 lb
Cloak of Resistance +1 1000 gp 1 lb
Headband of Charisma +2 4000 gp 1 lb
+1 Living Steel Kris (Melee) 2802 gp 0.5 lb
Holy Symbol (Iron) 5 gp 1 lb
Component Pouch 5 gp 0.5 lb
Handy Haversack 2000 gp 2.5 lb 
 Page of Spell Knowledge (RoS) 1000 gp -- 
 Page of Spell Knowledge (DF) 1000 gp -- 
 Wand of CLW (50 cgs) 750 gp 0 lb 
 Shadow Stencils 30 gp 2 lb
 Bedroll 0.5 gp 1.25 lb
 Candles (10) 0.1 gp 0 lb
 Flint and Steel 1 gp 0 lb
 Soap 0.25 gp 0.5 lb
 Trail Rations (4) 2 gp 1 lb
 Waterskin 1 gp 1 lb
 Vermin Repellent 5 gp 0 lb
 Antiplague 50 gp 0 lb
 
 ======== ======
 Totals: 17751.85 gp 17.25 lb Actual Weight
 11.5 lb Felt Weight
 Light Medium Heavy 
Max Weight: 0-25 26-50 51-75
Consumed or Destroyed Items 
 Antiplague (ROUS2) 50 gp
 Special Lodgings (ROUS3) 1 gp
 ======
 Total Consumed: 51 gp
===Finances===
 PP: 636 Initial Character Money: +150 gp
 GP: 2 earned on first adventure: +2070 gp
 SP: 1 earned on second adventure: +300 gp
 CP: 5 earned on third adventure: +15802 gp
					 earned on fourth adventure: +5792 gp
 =============
 Career Earnings: +24114 gp
 Carried Inventory: -17751.85 gp
 consumed or destroyed items: -51 gp
 Gems/Jewelry/Other: living accommodations: -0 gp
 0000 =============
 Coinage: 6362.15 gp
===Details===
 Size: Small
 Gender: Male
 Age: 50
 Height: 3' 6"
 Weight: 41 lbs
Hair Color: Black
 Eye Color: Yellow
Skin Color: Light Gray
Appearance: Wahyu is garbed in gray and white clothes, covered in dark shapes 
 and symbols. He has a number of iron trinkets about him, such as his 
 belt and armbands, as well as his crown
 Demeanor: He possesses a deadpan demeanor, though he is quick to smile at things 
 he thinks are clever, which could be any number of things. Like most 
 Wayang, he is pious, and those who disrespect, not only his faith, but 
 any will know naught of him but his scorn.
===Yuda===
<tabber>
|-|Ectoplasmic Form=
Basics
 • Type: Outsider (Phantom)
 • Focus: Hatred
 • Size: Medium
 • Speed: 30 ft.
 • Senses: Darkvision 60 ft.
 • Init: +3
 • HP: 57 [10+4*8+CON(2)5+5]
 • HD: 5d10
Stats
 • STR: 12 (+1)
 • DEX: 16 (+3)
 • CON: 14 (+2)
 • INT: 7 (-2) 
 • WIS: 10 (+0)
 • CHA: 15 (+2)
Defense
 • AC: 19 [10 + Armor (4) + Natural(2) + DEX(3)]
 • Flat: 16 [10 + Armor (4) + Natural(2)]
 • Touch: 13 [10 + DEX(3)]
 • Fort: +6 [Base(4) + CON(2)]
 • Ref: +7 [Base(4) + DEX(3)]
 • Will: +1 [Base(1) + WIS(0)]
 • CMD: 14 [10 + STR(1) + DEX(3) + Size(0)]
 • Devotion: +4 on Will saves vs enchantments
 • DR: 5/Magic
Offense
 • Slam: +8 [Base(5) + DEX(3)]
 • Damage: 2d6+1
 • CMB: +6 [Base(5) + STR(1) + Size(0)]
 • Magic Attacks
Skills
 • Acrobatics: +8 [Ranks(5)+CS(0)+DEX(3)]
 • Intimidate: +10 [Ranks(5)+CS(3)+CHA(2)]
 • Perception: +8 [Ranks(5)+CS(3)+WIS(0)]
 • Stealth: +7 [Ranks(1)+CS(3)+DEX(3)]
 • Sense Motive: +7 [Ranks(4)+CS(3)+WIS(0)]
Feats
 • Weapon Finesse (Bonus): Dex to Slam
 • Toughness: +5 HP
 • Piranha Strike: Exchange attack for maximum slammage (-2/+4)
 • Improved Natural Attack: MAXIMUM SLAMMAGE (boosts damage die on slam by one)
Abilities
 • 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.
 • Link (Su): A spiritualist and a phantom can communicate mentally as a free action at any time. They also share magic item slots
 • Share Spells: The wizard may cast a spell with a target of “You” on his familiar (as a touch spell) instead of on himself. A wizard may cast spells on his familiar even if the spells do not normally affect creatures of the familiar's type (magical beast).
 • Deliver Touch Spells (Su): If the master is 3rd level or higher, a familiar can deliver touch spells for him. If the master and the familiar are in contact at the time the master casts a touch spell, he can designate his familiar as the “toucher.” The familiar can then deliver the touch spell just as the master would. As usual, if the master casts another spell before the touch is delivered, the touch spell dissipates.
 • 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.
 • Devotion (Ex): The phantom gains a +4 morale bonus on Will saves against enchantment spells and effects.
 • Hated Target (Su): The phantom can take a move action to designate one creature within its line of sight as a hated target. The phantom gains a +2 bonus on attack rolls against its hated target, and a bonus on damage rolls equal to 1/2 the phantom's Hit Dice (minimum 1). The phantom is so focused on this hated target that it takes a –2 penalty on attack rolls against all other creatures. The phantom can maintain these bonuses against only one target at a time, and these bonuses remain in effect until either the hated opponent is dead or it has been out of the phantom's line of sight for at least 1 minute. When the spiritualist reaches 7th level, the phantom can use this ability as a swift action, and takes no penalty when attacking creatures that are not designated as its hated enemy. The phantom must be manifested in ectoplasmic form to use this ability (unless the spiritualist is 17th level or higher; see Shared Hatred below).
|-|Incorporeal Form=
Basics
 • Type: Outsider (Phantom)[Incorporeal]
 • Focus: Hatred
 • Size: Medium
 • Speed: 30 ft.
 • Senses: Darkvision 60 ft.
 • Init: +3
 • HP: 57 [10+4*8+CON(2)5+5]
 • HD: 5d10
Stats
 • STR: 12 (+1)
 • DEX: 16 (+3)
 • CON: 14 (+2)
 • INT: 7 (-2) 
 • WIS: 10 (+0)
 • CHA: 15 (+2)
Defense
 • AC: 21 [10 + Armor (4) + Dodge(2) + DEX(3) + CHA (2)]
 • Flat: 16 [10 + Armor (4) + CHA(2)]
 • Touch: 17 [10 + Dodge(2) + DEX(3) + CHA (2)]
 • Fort: +6 [Base(4) + CON(2)]
 • Ref: +7 [Base(4) + DEX(3)]
 • Will: +1 [Base(1) + WIS(0)]
 • CMD: 14 [10 + STR(1) + DEX(3) + Size(0)]
 • Devotion: +4 on Will saves vs enchantments
 • Incorporeal traits
Offense
 • Touch +8 [Base(5) + DEX(3)]
Skills
 • Acrobatics: +8 [Ranks(5)+CS(0)+DEX(3)]
 • Intimidate: +10 [Ranks(5)+CS(3)+CHA(2)]
 • Perception: +8 [Ranks(5)+CS(3)+WIS(0)]
 • Stealth: +7 [Ranks(1)+CS(3)+DEX(3)]
 • Sense Motive: +4 [Ranks(4)+CS(0)+WIS(0)]
Feats
 • Weapon Finesse (Bonus): Dex to Slam
 • Toughness: +5 HP
 • Piranha Strike: Exchange attack for maximum slammage (-2/+4)
 • Improved Natural Attack: MAXIMUM SLAMMAGE
Abilities
 • Link (Su): A spiritualist and a phantom can communicate mentally as a free action at any time. They also share magic item slots
 • Share Spells: The wizard may cast a spell with a target of “You” on his familiar (as a touch spell) instead of on himself. A wizard may cast spells on his familiar even if the spells do not normally affect creatures of the familiar's type (magical beast).
 • Deliver Touch Spells (Su): If the master is 3rd level or higher, a familiar can deliver touch spells for him. If the master and the familiar are in contact at the time the master casts a touch spell, he can designate his familiar as the “toucher.” The familiar can then deliver the touch spell just as the master would. As usual, if the master casts another spell before the touch is delivered, the touch spell dissipates.
 • Devotion (Ex): The phantom gains a +4 morale bonus on Will saves against enchantment spells and effects.
 • Hated Target (Su): The phantom can take a move action to designate one creature within its line of sight as a hated target. The phantom gains a +2 bonus on attack rolls against its hated target, and a bonus on damage rolls equal to 1/2 the phantom's Hit Dice (minimum 1). The phantom is so focused on this hated target that it takes a –2 penalty on attack rolls against all other creatures. The phantom can maintain these bonuses against only one target at a time, and these bonuses remain in effect until either the hated opponent is dead or it has been out of the phantom's line of sight for at least 1 minute. When the spiritualist reaches 7th level, the phantom can use this ability as a swift action, and takes no penalty when attacking creatures that are not designated as its hated enemy. The phantom must be manifested in ectoplasmic form to use this ability (unless the spiritualist is 17th level or higher; see Shared Hatred below).
</tabber>
===Background===
It's been 53 years. 53 years since the Gate's collapse and the fall of Sumbru. Though many forget or lose track of the exact date, it never escapes Wahyu's mind for long, for it was the day of his birth. The first words he heard were not of either his parents, for the voice was soft, yet great, and comforted him. His father, a simple craftsman named Pakaryan, believed this extraordinary birth to be an omen, which it turned out to be. As time ran on, he grew, and his powers began to manifest with him. His parents were overjoyed to learn that he was indeed an Oracle, and sent him to learn from the elders who readily accepted him into their fold, a new recruit for the oncoming war.
He learned much from them, of history and theology, how to hone his abilities, and how to commune with the spirits, among other things. As he matured, he found that he indeed had a stronger connection to the other side than most of the other oracles as well, all the while the Lord continued to gather his forces on the other side of the wall.
They say it was curiosity got the better of some of the humans, who, ignoring or acting in spite of the advice of the Wayang, entered the inner city. They came back changed, more forceful, angrier than they were before, and it wasn't even the end of the year before they had taken hold of the city. They began their oppressive, tyrannical rule, yet they spared the Wayang, mostly. They were silenced politically, their faith outlawed, and were confined to slums, but he did not command their full genocide. Perhaps the Lord realized that there were bigger foes in this world, or he realized that drawing so much attention to himself would cause the Landellian States to unite against him, they could not say.
That was several years ago, and though he was not able to train as often or as openly, Wahyu was still learning. Finally, his elders decided he would was ready for the Lelungan, the Oracle's Journey, in which all oracles of the Lady must leave the tribe for a number of years to learn about and contemplate the world. They also decided that perhaps he would also be able to attract the attention of the surrounding states to their plight. Using his natural abilities of deception, it was not hard to lure away and sneak past the guards and out into the world at large. Hearing of the vast wealth and influence of Venza, he resolved to travel there and see what he could find...
===Adventure Log===
[link=Twist Tree adventure here]
Rodents of Unusual Size, pt. 2
 XP Received: 1777 XP
Treasure Received: 2070 GP
 0000 Gems/Jewelry
 Items
===Level Ups===
 Level 2:
 Class: Oracle
 BAB: +0 to +1
 Fort: +0 to +0
 Ref: +0 to +0
 Will: +2 to +3
 Feat: N/A
 Features: Orison: Guidance; Level 1 spell: Unseen Servant
 HP: Max -2 
Skill Pts: +12 = +4 (Class) +0 (Race) +06 (Old Total) +1 (Int)
 +1 (FC Bonus if Chosen)
 Level 3:
 Class: Oracle
 BAB: +1 to +2
 Fort: +0 to +1
 Ref: +0 to +1
 Will: +3 to +3
 Feat: Skill Focus: Knowledge (Religion)
 Features: Level 1 spell: Shield of Faith, Mystery: Voice of the Grave
 HP: Max -2 
Skill Pts: +18 = +4 (Class) +0 (Race) +12 (Old Total) +1 (Int)
 +1 (FC Bonus if Chosen)
 Level 4:
 Class: Oracle
 BAB: +2 to +3
 Fort: +1 to +1
 Ref: +1 to +1
 Will: +3 to +4
 Ability: +1 Charisma
 Features: Level 2 spell: Pilfering Hand, Cure Moderate Wounds, Spiritual Weapon, 
 Disguise Self (FC)
 HP: Max -2 
Skill Pts: +23 = +4 (Class) +0 (Race) +18 (Old Total) +1 (Int) 
 Level 5:
 Class: Oracle
 BAB: +3 to +3
 Fort: +1 to +1
 Ref: +1 to +1
 Will: +4 to +4
 Feat: Eldritch Heritage (Arcane): Arcane Bond (Weapon)
 Features: Level 1: Obscuring Mist; Level 2 spell: Lesser Restoration, Minor Image (Cu),
 Levitate (Cu), Vanish (FC)
 HP: Max -2 
Skill Pts: +28 = +4 (Class) +0 (Race) +23 (Old Total) +1 (Int) 
 Level 6:
 Class: Oracle
 BAB: +3 to +4
 Fort: +1 to +2
 Ref: +1 to +2
 Will: +4 to +5
 Features: Level 0 orisions: Mending; Level 2 spell: Heroism (MB); Level 3 spell: Cure 
 Critical Wounds (CB), Haunting Mists (FC), Bestow Curse
 HP: Max -2 
Skill Pts: +33 = +4 (Class) +0 (Race) +28 (Old Total) +1 (Int) 
===Approvals===
*Approval (Dec 12, 2013) (Aura - non-judge) level 1
*Approval (Dec 21, 2013) (Satin Knights ~ Judge) level 1
*Approval (Apr 25, 2013) (Satin Knights) level 2
*Approval (Aug 25, 2014) (Aura) level 3
*Approval (Jan 7, 2015) (Aura) level 4
*Approval (June 22, 2015) (Aura) level 5
*Approval (Dec 3, 2015) (Aura) level 6
Category:Approved Characters
Category:Wandering the Streets