Training Log
[14/04/2017]: Spiritualist (Phantom Blade) 1
+[Favored Class] Spiritualist
+[Racial Ability Score] Halflings are nimble and strong-willed, but their small stature makes them weaker than other races. They gain +2 Dexterity, +2 Charisma, and –2 Strength.
+ Halflings are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their CMB and CMD, and a +4 size bonus on Stealth checks.
+[Base Speed] Halflings have a base speed of 20 feet.
+[Racial Trait] Fearless: Halflings receive a +2 racial bonus on all saving throws against fear. This bonus stacks with the bonus granted by halfling luck.
+[Racial Trait] Halfling Luck: Halflings receive a +1 racial bonus on all saving throws.
+[Racial Trait] Sure-Footed: Halflings receive a +2 racial bonus on Acrobatics and Climb checks.
+[Racial Trait] Weapon Familiarity: Halflings are proficient with slings and treat any weapon with the word “halfling” in its name as a martial weapon.
+[Racial Trait] Keen Senses: Halflings receive a +2 racial bonus on Perception checks.
+[Trait (Racial)] Helpful (Halfling): You see nothing wrong with letting others achieve greatness so long as the job gets done. Benefit: Whenever you successfully perform an aid another action, you grant your ally a +4 bonus instead of the normal +2.
+[Trait (Social)] Seeker: You are always on the lookout for reward and danger. Benefits: You gain a +1 trait bonus on Perception checks, and Perception is always a class skill for you.
+[Class] Spiritualist
+[Favored Class Bonus] +1 Skill Rank
+[Class Feature] Weapon and Armor Proficiency: A phantom blade is proficient with all simple and martial weapons. She is also proficient with light and medium armor. This ability alters the spiritualist’s weapon and armor proficiency.
+[Class Feature] Phantom Weapon: A phantom blade begins play with an ectoplasmic sentient weapon known as a phantom weapon whose weapon type is chosen by the phantom blade. The weapon type must be one with which the phantom blade is proficient. A phantom weapon functions similarly to the black blade of the bladebound magus archetype except as noted on the Phantom Weapon Progression table. A phantom blade with this class feature can’t have a phantom of any kind, even from another class. This replaces phantom, phantom recall, spiritual bond, and dual bond.
+[Class Feature] Spells: A spiritualist casts psychic spells drawn from the spiritualist spell list. She can cast any spell she knows without preparing it ahead of time, assuming she has not yet used up her allotment of spells per day for the spell’s level. To learn or cast a spell, a spiritualist must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a spiritualist’s spell equals 10 + the spell level + the spiritualist’s Wisdom modifier. A spiritualist can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: Spiritualist. In addition, she receives bonus spells per day if she has a high Wisdom score. A spiritualist’s selection of spells is limited. A spiritualist begins play knowing four 0-level spells and two 1st-level spells of the spiritualist’s choice. At each new spiritualist level, she learns one or more new spells as indicated on Table: Spiritualist Spells Known. Unlike her number of spells per day, the number of spells a spiritualist knows does not affect her Wisdom score. The numbers on Table: Spiritualist Spells Known are fixed. Upon reaching 5th level, and at every third spiritualist level thereafter (8th, 11th, and so on), a spiritualist can learn a single new spell in place of one she already knows. In effect, the spiritualist loses the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least 1 level lower than the highest-level spiritualist spell she can cast. A spiritualist can swap out only a single spell at any given level and must choose whether or not to swap the spell at the same time that she gains new spells known for the level.
+[Class Feature] Knacks: A spiritualist learns a number of knacks, or 0-level psychic spells, as noted on Table: Spiritualist Spells Known under Spells Known. These spells are cast like any other spell, but they can be cast any number of times per day. Knacks prepared using another spell slot, because of metamagic feats applied to them, for example, consume spell slots as normal.
+[Class Feature] Spell Combat (Ex): A phantom blade can cast spells and wield her phantom weapon at the same time. This functions as the magus’s spell combat class ability. This replaces etheric tether, shared consciousness, fused consciousness, and empowered consciousness.
+[Feat] Combat Reflexes: You can make additional attacks of opportunity. Benefit: You may make a number of additional attacks of opportunity per round equal to your Dexterity bonus. With this feat, you may also make attacks of opportunity while flat-footed. Normal: A character without this feat can make only one attack of opportunity per round and can’t make attacks of opportunity while flat-footed. Special: The Combat Reflexes feat does not allow a rogue to use her opportunist ability more than once per round.
+[Favored Class Skill Rank] Spellcraft +1
+[Skill Rank] Heal +1
+[Skill Rank] Knowledge Local +1
+[Skill Rank] Perception +1
+[Skill Rank] Sense Motive +1
+[Background Skill Rank] Linguistics +1
+[Background Skill Rank] Profession (Life Coach)+1
[29/04/2017] Spiritualist (phantom Blade) 2
+[Class Feature] Spellstrike (Su) At 2nd level, a phantom blade can deliver spells through her phantom weapon. This functions like the magus’s spellstrike class ability except the only weapon the spiritualist can use to deliver spells is her phantom weapon. This replaces bonded senses.
+[Favored Class Skill Rank] Spellcraft +1
+[Skill Rank] Heal +1
+[Skill Rank] Knowledge Local +1
+[Skill Rank] Perception +1
+[Skill Rank] Sense Motive +1
+[Background Skill Rank] Linguistics +1
+[Background Skill Rank] Profession (Life Coach)+1
[29/04/2017] Spiritualist (phantom Blade) 3
+[Class Feature] Spirit of War (Ex) At 3rd level and every 5 spiritualist levels thereafter, a phantom blade gains a bonus combat feat. The spiritualist must meet the prerequisites for these feats, but she treats her spiritualist level as her base attack bonus (in addition to base attack bonuses gained from other classes and racial Hit Dice) for the purpose of qualifying for these feats. The phantom blade also treats her spiritualist level as her fighter level for the purpose of selecting feats with a minimum number of fighter levels as a prerequisite. This replaces bonded manifestation.
+[Weapon Ability] Quick Manifest (Ex) At 3rd level, the phantom blade can manifest her phantom weapon as a swift action.
+[Weapon Ability] Counts as +1 Weapon.
+[Bonus Feat] Bodyguard (Combat): Prerequisite: Combat reflexes. Benefit: When an adjacent ally is attacked, you may use an attack of opportunity to attempt the aid another action to improve your ally’s AC. You may not use the aid another action to improve your ally’s attack roll with this attack. Normal: Aid another is a standard action.
+[Feat] Improved Initiative (Combat): Benefit: You get a +4 bonus on initiative checks.
+[Favored Class Skill Rank] Spellcraft +1
+[Skill Rank] Heal +1
+[Skill Rank] Knowledge Local +1
+[Skill Rank] Perception +1
+[Skill Rank] Sense Motive +1
+[Background Skill Rank] Linguistics +1
+[Background Skill Rank] Profession (Life Coach)+1
[11/05/2017] Spiritualist (phantom Blade) 4
+[Class Feature] Etheric Focus (Ex) At 4th level, the phantom blade can use her phantom weapon to aid her in casting spells with thought components. She can center herself as a swift action. At 12th level, the spiritualist can center herself as a free action. This ability replaces spiritual interference and greater spiritual interference
+[Favored Class Skill Rank] Spellcraft +1
+[Skill Rank] Heal +1
+[Skill Rank] Knowledge Geography +1
+[Skill Rank] Perception +1
+[Skill Rank] Sense Motive +1
+[Background Skill Rank] Knowledge Nobility +1
+[Background Skill Rank] Profession (Life Coach)+1
[19/05/2017] Spiritualist (phantom Blade) 5
+[Class Feature] Ectoplasmic Pool (Ex): At 5th level, the phantom blade gains a reservoir of excess ethereal energy and ectoplasm that she can draw upon to improve her phantom weapon. This pool has a number of ectoplasmic points equal to half her spiritualist level + her Wisdom modifier. The pool refreshes once per day when the spiritualist refreshes her daily spells.
The phantom blade can spend a number of ectoplasmic points to enhance or modify her phantom weapon. As a free action, she can spend 1 point to manifest or harbor her weapon. The spiritualist can also spend 2 ectoplasmic points as a free action to allow attacks made with her phantom weapon to resolve against touch AC for 1 round.
As a swift action, she can spend 2 ectoplasmic points to grant the weapon one of the following weapon special abilities for 1 minute: corrosive, defending, flaming, frost, keen, merciful, shock, or throwing. At 11th level, she can spend 3 ectoplasmic points to grant the weapon one of the following weapon special abilities for 1 minute: corrosive burst, disruption, flaming burst, holy, icy burst, shocking burst, or unholy. At 15th level, she can spend 5 ectoplasmic points to grant the weapon one of the following weapon special abilities for 1 minute: brilliant energy, dancing, or speed.
A phantom blade can spend an appropriate number of points to grant the weapon multiple abilities as one action.
A phantom weapon cannot have a modified bonus higher than +10.
+[Feat] Power Attack (Combat): You can make exceptionally deadly melee attacks by sacrificing accuracy for strength. Prerequisites: Str 13, base attack bonus +1. Benefit: You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon. When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2. You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.
+[Favored Class Skill Rank] Spellcraft +1
+[Skill Rank] Heal +1
+[Skill Rank] Knowledge Nature +1
+[Skill Rank] Perception +1
+[Skill Rank] Sense Motive +1
+[Background Skill Rank] Knowledge History +1
+[Background Skill Rank] Profession (Life Coach)+1
[27/05/2017]
+[Favored Class Skill Rank] Spellcraft +1
+[Skill Rank] Heal +1
+[Skill Rank] Knowledge Planes +1
+[Skill Rank] Perception +1
+[Skill Rank] Sense Motive +1
+[Background Skill Rank] Knowledge Engineering +1
+[Background Skill Rank] Profession (Life Coach)+1
[05/06/2017]
+[Class Feature] Calm Spirit (Sp) At 7th level, a spiritualist gains the ability to use calm spirit as a spell-like ability once per day. At 11th level and every 4 levels thereafter, the spiritualist can use this ability an additional time per day (to a maximum of 4 times per day at 19th level).
+[Phantom Blade Feature] Reshape (Ex): At 7th level, a phantom blade can change the weapon type of her phantom weapon when she refreshes her daily spells.
+[Feat] Cut Your Losses: Prerequisite(s): Str 13, Acrobatics 1 rank. Benefit: Whenever you withdraw as a full-round action and have at least one free hand, you can pick up one unattended object or unconscious ally of your size or smaller at any point during your movement without provoking attacks of opportunity. Any additional movement performed on your turn still provokes attacks of opportunity as normal. In addition, you treat your Strength score as 2 higher for the purpose of determining your carrying capacity.
+[Favored Class Skill Rank] Spellcraft +1
+[Skill Rank] Heal +1
+[Skill Rank] Acrobatics +1
+[Skill Rank] Perception +1
+[Skill Rank] Sense Motive +1
+[Background Skill Rank] Knowledge Engineering +1
+[Background Skill Rank] Profession (Life Coach)+1