Phemut
This template is in the prototyping phase
It can be encountered in-game but it's content may change at any point in time and it's deployment is currently limited to beta testing staff.
This template is in the prototyping phase
It can be encountered in-game but it's content may change at any point in time and it's deployment is currently limited to beta testing staff.
"So the Phemut here, right? They're fascinating targets. It's almost like I'm shooting nothing at all. Shooting them's sort of like shooting darkers.
They're not alive. They're unstable NOTHINGS that are trying to become SOMETHINGS. They're trying so hard to take form, and the sensation is just...
Oh, it's almost too much to bear. - Risa - ARKS | Oracle Fleet
What is a Phemut? - Phemuts, also known as Phantoms or Phantasms are a type of Tulpa or thoughtform. They are independent entities brought into being by the power of belief causing resonance with the Aether produced by the entity known as Mother. A clone of Xion the Akashic Record.
A thoughtform may come about accidentally, by someone who doesn't realize their AEtheric powers, or may be created intentionally by one or more people with the hope of it becoming real in order to do things the creator[s] couldn't.
Most Phemut are [Heartless] - Monsters born out of people's negative emotions; they are unreasonable, dangerous and need to be destroyed. The problem is that they are rediculusly hard to kill and even harder to keep from reforming.
Sentient Phemut [playable Phemuts] are usually created with a purpose or mission and when complete they tend to vanish after. However some Phemuts create unusual logic processes to force themselves to persist.
Hagito Ame [right] and his Emerald Tablet's Phantom - Hagith Phemut
Hagito's Phemut is a result of his admiration for the Battleship Yamato and so it takes the form as himself dressed in a military uniform. It's Aetheric strength grew so large that it was able to affect reality on a massive scale even to the point of being able to engage the entire Photoner fleet by itself as seen in PSO2 Episode 6.
"Um, this is about those monsters that appear on Earth... the Phemut. They use aether in the atmosphere to assume monstrous forms and attack others. What's more, they apparently often materialize as things all Earthlings subconsciously fear or inherently dislike. I guess a bad reputation is hard to shake off, no matter which world you go to. And since they're nothing more than aether, they can't even be seen by--or affect--people without the aptitude for handling it. Nonetheless, if left unchecked, the purity of the aether they're composed of will eventually reach a point where they can affect reality." - Xiera - ARKS | Oracle Fleet
Step One - Generation source - Earthling or Terran [Ignore if template is being dropped on either of these races]
Earthling - [No changes move to step 2]
Terran -
Increase Control modifier by +2
Add the Terran Photosensitive trait.
Cosmetic change: Eye sclera turns black
Step One Footnote: Mindset - Earthling Phemut tend to be Xenophillic in nature. Terran Phemut are Xenophobic.
Step Two: Manifestation Cause - The reason they formed and also the reason they continue to persist
Step Three: Manifestation Theme - The general pattern to their abilities. Can be linked to seasons, holidays, elements or a phemut variant[copy] of a character with a theme attached.
Step four: Emotional Focus
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, which are described in the dropdowns below.
Phantoms with this emotional focus are filled with seething anger.
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.
A flash of Fury
As a swift action, the phantom can emit a 30-foot-radius aura of fury. Creatures within the aura gain a +2 bonus on melee attack rolls but take a –2 penalty to Defense. Ending the aura is a free action.
Each round the aura is active it drains 3 control.
The phantom can use this ability in alternate states like being invisible or incorporeal without revealing it's presence.
Either through a sense of love or the desire to finish some unfinished task, a Phemut with this emotional focus has an undying devotion to some component of the world.
A dedication Phemut most often appears as a strong and stern protector with a watchful gaze.
These Phemut exude auras of blue, or sometimes rose such devotion had a romantic element.
Many times these auras manifest as a halo, giving these phemut a divine appearance, no matter their actual alignment or opinions on matters of religion.
A flash of Awareness
The phantom can emit a 30-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 Defense and a +2 bonus to CMD and on all saving throws.
Deactivating the aura is a free action.
Each round the aura is active it drains 4 control.
Some creatures die in such horrific ways, or live such pointless and senseless lives, that despair grips their very beings. AEther can resonate with such events and create Phemut spontaneously.
Phemut with this focus use misery as a weapon, inflicting the living with a sort of gloom as long as phemut continues to exist.
Despair phemut often appear twisted or wounded. Their coloration tends to have a grayish or sickly green cast. When some of them speak, they do so in terrifying whispers or high-pitched screeching.
A flash of Despair
As a swift action, the phemut can emit a 30-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.
Each round the aura is active it drains 4 control.
A phemut with this emotional focus was probably conjured by people who died desperate and panicking—a victim or victims of drowning, suffocation, or some other inexorable and traumatic death. The phemut relives these horrific demises over and over, futilely clawing at its foes to save itself and dragging them down with it.
Desperation phantoms often hold power over water, though a phantom that died in a cave-in might display powers that are similar to an Earth arts wielder instead. Just as one who died in fire would wield fire. Non sentient desperation phantoms eschew coherent forms, usually appearing as a cloud of grasping hands and screaming faces. A blue-gray aura tends to surround these phantoms when they manifest.
A flash of Desperation
The phantom can emit a 30-foot-radius aura that fills its foes with the sensation of drowning, suffocation, or another terrible impending death. It can activate this aura as a swift action. Enemies attempting to cast a spell with a verbal component within the aura must succeed at a concentration check (DC = 10 + half the phantom’s Hit Dice + the level of the spell being cast) or lose the spell. This is a mind-affecting effect. Deactivating the aura is a free action.
Each round the aura is active it drains 5 control.
A phemut with this emotional focus was created by individuals suffering from overwhelming fear.
These Phemut are able to channel that fear into a terrifying weapon.
Fear Phemut 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 undead as most Humans and Terrans fear such concepts.
A miasma of livid gray swirling motes often surrounds their forms as they stalk their surroundings, seeking to bestow their terror on others.
A moment of Terror
As a swift action, the phemut can emit a 30-foot radius aura that amplifies the fear conditions of enemies within it if they fail their Will saving throws (DC = 10 + 1/2 the phemut’s Hit Dice + the phemut’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 phemut’s Hit Dice, or until the end of the original fear effect’s duration, whichever comes first.
Each round the aura is active it drains 3 control.
The phantom can use this ability in alternate states like being invisible or incorporeal without revealing it's presence.
A phantom with this focus was created by those who voraciously coveted gold, gems, and hedonistic possessions in life.
Such phantoms are obsessed with hoarding wealth and verbally encourage those to do the same.
Their coloration tends toward yellow, and the sound of jangling coins sometime manifests when they attack.
A moment of Greed
As a swift action, the phantom can emit a 30-foot-radius aura of greed. When a benefitual spell is cast within the aura of Greed the Phemut gains a copy of the benefit. Ending the aura is a free action.
Each round the aura is active it drains 4 control.
The phantom can use this ability in alternate states like being invisible or incorporeal without revealing it's presence.
Few things draw a phemut into being as well as the emotion of hatred. Phemut with this focus often are blinded by—and blind others with—this powerful emotion.
These phemut are frequently darker and more foreboding than all but those phemut 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 phemut 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 phemut attack.
A moment of Hatred
As a swift action, the phemut can emit a 30-foot-radius aura that inflicts pain upon the minds of those who dare damage it or its allies Enemies within the aura that deal damage to the phantom or It's allies take an amount of damage equal to the phantom’s Charisma bonus. This is a mind-affecting pain effect. Ending the aura is a free action.
Each round the aura is active it drains 4 control.
The phantom can use this ability in alternate states like being invisible or incorporeal without revealing it's presence.
A phantom with this emotional focus is covetous of everything—its allies, those who wish to do it harm, and any who do not pay attention to it. It demands to be the center of attention at all times.
The forms these phantoms take are as diverse as the forms of jealousy in life. Often they take pleasing forms, wishing to draw others in. Other times they take the form of crawling and lurching things, grasping at all they covet when they come within reach.
The auras of these needy phantoms quickly change in color, going from an oily green to orange, to brownish red as they swirl through emotions in their efforts to gain the objects of their dark desires.
A moment of Jealousy
As a swift action, the phantom can emit a 30-foot radius aura that forces enemies within the aura who make an attack or cast a spell that does not include the phantom in its effect to succeed at a Will saving throw (DC = 10 + 1/2 the phantom’s Hit Dice + the phantom’s Charisma modifier) or become staggered until the end of the enemy’s next turn.
Each round the aura is active it drains 3 control.
The phantom can use this ability in alternate states like being invisible or incorporeal without revealing it's presence.
A phantom with this emotional focus was conjured by a group of beings with a generous heart and are exceedingly rare.
Kindness phemut have pleasant and gentle demeanors and speak with a melodic cadence, putting most who see them at ease. Their auras are bright emerald green with occasional fluctuating scarlet or golden hues.
Aetheric Healing - The phemut possesses the Reiki [HP] Ability.
A phantom with this focus aches for the intoxicating pleasures.
These phantoms often writhe sensuously and whisper promises of unadulterated bliss to those they fight.
Lust phantoms are typically deep rose in color, and they sometimes emit musky, exotic scents when they move.
A moment of Pure Ecstasy
As a swift action, the phantom can emit a 30-foot radius aura, all creatures must succeed at a Will save (DC = 10 + 1/2 the phantom’s Hit Dice + the phantom’s Charisma modifier) or be shaken and staggered each round that they remain within the aura of ecstasy.
Each round the aura is active it drains 5 control.
No phantom is as arrogant as a pride phantom.
These phantoms often puff and posture while fighting, shouting brash taunts and paeans to their own supposed skill in all things.
Pride phantoms are often a roiling green in color.
A moment of Pride
The phantom can espouse bold lies about its own prowess as a swift action to cause enemies to become shaken. To be affected, an enemy must be within Audible range of the phantom and able to hear it and using the ability through comms or telepathically if also 'fair game'.
This effect persists as long as the enemy is capable of hearing the phantom (the phantom can end the oration as a free action). This ability cannot cause a creature to become frightened or panicked, even if the target was already shaken from another effect. This is a mind-affecting fear effect that relies on audible components.
Each round the oration is active it drains 5 control.
Spirits of creatures that died with heavy weights upon their consciences cause phemuts to manifest with the remorse emotional focus or become Phemuts themselves by crying out to the aether.
These phantoms, whose forms are often darkened by shadows, force foes to experience their regret and self-loathing.
A flash of Regret
A regret phemut can emit a 30-foot-radius aura of regret as a swift action. Enemies within the aura take a –2 penalty on skill checks, on caster level checks, on combat maneuver checks, and to CMD. Ending the aura is a free action.
Each round the aura is active it drains 4 control.
The phantom can use this ability in alternate states like being invisible or incorporeal without revealing it's presence.
Phemut with this focus stand on trembling legs, with hands quivering and tears constantly streaming from their eyes.
Their auras are typically a blue or purple, but the phemut have vividly glowing scars and bruises that pulse and throb with their motion. When addressed, they tend to respond with only slight nods and other subtle gestures, rarely speaking beyond soft-spoken apologies and self-recriminations.
While clearly in a state of constant pain, they show no concern for their own well-being, focusing entirely on protecting their friends and allies. Each time one of these Phemut uses its aura to protect its allies from harm, new injuries manifest visibly upon it, which these Phemut wear like badges of honor.
A moment of Martyrdom
As a swift action, the phemut can emit a 30-foot aura of protection. Allies within this aura gain a +4 bonus on saving throws against curse, disease, evil, fear, pain, and poison effects. Deactivating the aura is a free action.
Each round the aura is active it drains 5 control.
The phantom can use this ability in alternate states like being invisible or incorporeal without revealing it's presence.
Phantoms with this emotional focus carry a simplistic, childlike wonder and are fond of games and playing tricks.
Most phemut with the whimsy focus are created by children collectively or are possibly those who died as children only to construct a Phemut copy of themselves before death.
A flash from the Past
The phantom can emit a 30-foot aura of childish laughter as a swift action. This 'laughter' always seem to match what the individual would recognize from their own childhood and may even hear their own laughter among the mix. Other times this laughter may be a mix of the party members if they have been travelling with each other for an extended period.
Enemies within the aura are distracted by the laughter from their own past, taking a –2 penalty on attack and damage rolls and a –5 penalty on Perception checks.
This ability has no effect on creatures that cannot hear.
Each round the aura is active it drains 4 control.
The phantom can use this ability in alternate states like being invisible or incorporeal without revealing it's presence.
A phantom with this emotional focus fixates on every task given as if it were the phantom’s last. Everything is treated as a life-and-death situation, and the truly dangerous ones are faced with a resolve and tenacity that sometimes defies common sense.
Zeal phantoms take the form of steadfast protectors or daring and manic creatures looking for the next challenge or opportunity to prove itself to either its allies or itself.
Often very prideful creatures, these phantoms display an orange aura upon completing their tasks.
They are prone to boast about their accomplishments and chastise those around them for not accomplishing more.
A flash of Zeal
As a swift action, the phantom can emit a 30-foot radius aura that grants its zeal to nearby allies. Allies within the aura gain a +2 competence bonus on attack rolls and saving throws.
Each round the aura is active it drains 5 control.
The phantom can use this ability in alternate states like being invisible or incorporeal without revealing it's presence.
Many creatures when injured will retreat to the spirit realm to recover from traumatic damage while most people tend to think of divine and heroic spirits who have attained some level of 'persistence', creatures like the phemut are able to do so as well due to them being a projection of humanity's collective unconsciousness.
Regeneration Speed is based on the amount of Skill points invested in Regeneration Speed while in the Spirit realm.
This method of avoiding death can only be triggered at 0 or lower health.
At Rank 0 or no investment in the ability it would take 15 years for a dead spirit to fully recover from terminal damage.
Rank 1 - 8 Years | Rank 2 - 4 years | Rank 3 - 2 years | Rank 4 - 1 Year | Rank 5 - 6 Months | Rank 6 - 5 months | Rank 7 - 4 months
Rank 8 - 3 Months | Rank 9 - 2 Months | Rank 10 - 1 Month | Rank 11 - 3 Weeks | Rank 12 - 2 Weeks | Rank 13 - 1 Week | Rank 14 - 4 days | Rank 15 - 2 days | Rank 16 - 1 day | Rank 17 - 16 hours | Rank 18 - 12 hours | Rank 19 - 8 Hours | Rank 20 - 4 Hours | Rank 21 - 2 hours | Rank 22 - 1 hour | Rank 23 - 45 minutes | Rank 24 - 40 Minutes | Rank 25 - 35 minutes | Rank 26 - 30 minutes | Rank 27 - 20 minutes | Rank 28 - 20 minutes | Rank 29 - 15 minutes | Rank 30 - 10 minutes
A Character's Spirit realm Regeneration Ranks cannot exceed it's CON score
Phantom Abilities:
Aetheric Shift (Su): You can teleport to a nearby space as a swift action as if using dimension door. This movement does not provoke an attack of opportunity. You must be able to see the space that you are moving into. You cannot take other creatures with you when you use this ability (except for familiars). You can move 5 feet for every two character levels you possess (minimum 5 feet). You can use this ability a number of times per day equal to 3 + your Intelligence modifier.
Phemutation - A Phemut can possess an object or area or even people is significantly powerful enough.
[Phemut can possess objects or areas or even people. See Occult adventures rules [until it is rewritten on the site] on Fiend possession of Areas, objects and creatures. Phemut however are not always evil, some abilities may need to be of different type to affect them such as needing to use dispel good instead of dispel evil if the Phemut is of good alignment. Possession Rules offsite link
Phemut Physics - Gear assimilation
Gear is always purchased/refunded/enchanted/repaired behind the scenes since it is technically a part of their being but they obey most other mechanics for balance reasons.
[Reserved space for mechanics]
Phemut Physics - Free Planetary adaptation - choose one: Floating world for it's hover as some phemut possess this trait
Some however walk and abuse teleportation much more frequently - Bioluminescent world is a better choice.
Some phemut are simply powerhouses instead - choose one of the unique worlds that 'match the manifestation theme'
If your Phemut requires multiple you will have to purchase them yourself. Phemuts can purchase planetary adaptations past level one and have no stacking limits when it comes to the feat as they are constantly adapting to their surroundings like a living being just on a more extreme scale.
Phemut Physics - Template breaker
Some templates are opposites and should never have the ability to combine but Phemut have no restrictions on template actions | Some Phemut are angellic and it makes sense that they'd have the Aasimar template. Others are demons and may require tiefling or are a duplicate of a person requiring a mixture of all sorts of things . Their chimeric nature makes their potential rather limitless.
Phemut Physics - Human/Terran Commonality
Phemuts access the collective unconscious of the species. As a result they have a reduced XP drag from stacking templates.
[mechanics exist but are currently hidden during the prototyping stage]
Æther support -
Phemut tend to emulate real beings down to the minute details and still require to eat, breathe air and reverie (a form of sleeping) when outside of Earth/Terra's ESC-A tower network. When within the towers area of effect the need to eat and breathe is met though they tend to get rather hungry after leaving the area due to a lack of nutrition reserves. Sleeping is no longer required for standard functioning but one's control for casting and metamagic charges do not regenerate unless one rests so it is still required in that aspect alone.