Anger Phantom's Aura Of Fury: Emotional Impact Or Illusion?

is an anger phantom

Anger Phantoms are creatures from beyond the grave, refusing to go to the afterlife. They are often filled with seething anger from events in their past lives, taking the form of hulking brutes with furrowed brows or frenzied creatures ready to strike down those who come too near.

When engaged in combat, Anger Phantoms exude a bright red aura and sometimes seem to breathe a red mist in shallow pants from behind clenched, phantasmal teeth. They are useful in combat as they gain a number of ranks in Intimidate and Survival, equal to their number of Hit Dice. They also have good Fortitude and Will saves.

Anger Phantoms have a Strength Focus, gaining a +2 bonus to Strength and a –2 penalty to Dexterity. They deal more damage with their slam attacks and can emit a 20-foot-radius aura of fury, granting a +2 bonus on melee attack rolls but imposing a –2 penalty to AC.

Anger Phantoms can also grow in size, becoming more ferocious and gaining a frightful presence. They can emit a single angry wail that acts as a wail of the banshee.

Characteristics Values
Skills Intimidate and Survival
Good Saves Fortitude and Will
Strength Focus +2 bonus to Strength and a –2 penalty to Dexterity
Powerful Strike Deals more damage with its slam attacks
Aura of Fury Creatures within the aura gain a +2 bonus on melee attack rolls but take a –2 penalty to AC
Ferocious Mein Phantom becomes one size category larger than its current size
Furious Wail Phantom emits a single angry wail that acts as wail of the banshee

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Anger Phantom's Aura of Fury is an emotion effect

Anger Phantoms are a type of phantom with a focus on the emotion of anger. Phantoms are a type of creature in the Pathfinder role-playing game, and they are essentially a ghostly companion that a player character can summon to fight alongside them.

The Anger Phantom's Aura of Fury is indeed an emotion effect. At 7th level, the phantom can emit a 20-foot-radius Aura of Fury as a swift action. This aura gives creatures within it a +2 bonus on melee attack rolls but imposes a –2 penalty to their AC (armour class). The phantom can use this ability in either ectoplasmic or incorporeal form, and ending the aura is a free action.

Anger Phantoms are filled with seething anger from events in their past lives. They often take the form of hulking brutes with furrowed brows or frenzied creatures that seem ready to strike. They often exude a bright red aura, especially during combat, and sometimes seem to breathe a red mist.

Anger Phantoms have good saves in Fortitude and Will. They gain a number of ranks in Intimidate and Survival equal to their number of Hit Dice. They also gain a +2 bonus to Strength and a –2 penalty to Dexterity.

Anger Phantoms are one of two damage-focused phantoms, the other being the Hatred Phantom. They are closest in function to a regular eidolon or animal companion and are likely to be the main damage dealer of all the phantoms. They are a straightforward choice for a player who wants their phantom to get into melee and punch things.

Anger Phantoms have lower defences compared to other phantoms and will require more resources to protect and heal them. They are likely to spend most of their time in ectoplasmic form, which has more offensive capabilities but lower defences than the incorporeal form.

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It is a scorched earth tactic

An Anger Phantom's Aura of Fury is indeed an emotion effect. It is a scorched earth tactic, as it is a double-edged sword that benefits and penalises enemies and allies indiscriminately. The aura takes a swift action to activate and a free action to end, so the phantom can just have it on during their turn to mitigate risk.

The Aura of Fury is a simple +4 to attacks for the phantom and its allies, but it is a gamble that can be used selfishly or with the phantom alone. It is best used by a spiritualist that fights with their phantom to bring down an enemy quickly before they can retaliate. It is a useful ability for a spiritualist that wants to hang back and stay out of the fray, as the phantom can simply scout through solid objects and avoid dangers that a physical being would have to deal with.

The phantom can also be used as a flank-buddy, a tank, or a mobile force multiplier, providing defensive buffs for its allies. The phantom can also be used for short-range scouting, but one must be wary of spending too many rounds without line of effect. The phantom has two safe states: residing in the consciousness of the spiritualist, and being incorporeal. When the phantom is in the spiritualist's head, it provides passive buffs and the opportunity to use bonded manifestation. It is also safe from harm, unless the spiritualist dies. When the phantom is incorporeal, it can still Intimidate enemies and has a higher AC when incorporeal: the natural armour bonus is switched to a dodge bonus, and it also gains its Charisma mod to AC as a deflection bonus.

The Anger Phantom is the main damage-dealer of all the phantoms, making it An Anger Phantom's Aura of Fury is indeed an emotion effect. It is a scorched earth tactic, as it is a double-edged sword that benefits and penalises enemies and allies indiscriminately. The aura takes a swift action to activate and a free action to end, so the phantom can just have it on during their turn to mitigate risk.

The Aura of Fury is a simple +4 to attacks for the phantom and its allies, but it is a gamble that can be used selfishly or with the phantom alone. It is best used by a spiritualist that fights with their phantom to bring down an enemy quickly before they can retaliate. It is a useful ability for a spiritualist that wants to hang back and stay out of the fray, as the phantom can simply scout through solid objects and avoid dangers that a physical being would have to deal with.

The phantom can also be used as a flank-buddy, a tank, or a mobile force multiplier, either as a debuffer or buffer. The phantom can be used to soften up targets for the spiritualist's spells. The phantom can also be used for short-range scouting, but one must be wary of spending too many rounds without line of effect.

The phantom has two safe states. The first is when the phantom is residing in the consciousness of the spiritualist, providing passive buffs and the opportunity to use bonded manifestation. The second is when the phantom is incorporeal and can still Intimidate enemies and use most of its abilities.

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It is a double-edged sword

An Anger Phantom's Aura of Fury is a double-edged sword in that it affects both allies and enemies. Creatures within the aura gain a bonus to their melee attack rolls but take a penalty to their AC. This means that while it can be used to help defeat enemies, it can also hinder allies. The Phantom's allies will need to be careful when the Aura of Fury is activated to avoid being accidentally affected by it.

The Aura of Fury is a powerful ability that can turn the tide of battle. When used strategically, it can give the Phantom's allies an edge in combat, but it requires coordination and careful positioning to be effective. It is a high-risk, high-reward ability that can be the key to victory or a source of chaos and confusion.

The Phantom's master, the Spiritualist, must also be cautious when using the Aura of Fury, as they are not immune to its effects. They must position themselves carefully to avoid being affected by the aura's penalties while still being able to support their allies and issue commands to the Phantom.

The Aura of Fury is just one of the many abilities that the Anger Phantom possesses. This particular emotional focus is designed for damage dealing and has a range of abilities that enhance its melee capabilities. The Phantom's master must carefully consider when and where to deploy their Phantom, making use of its ectoplasmic and incorporeal forms to maximise its potential.

The Anger Phantom is a formidable combatant, and its Aura of Fury is a key component of its arsenal. It can be a decisive ability when used correctly, but it requires skill and coordination to utilise effectively.

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It is a simple +4 to attacks

An Anger Phantom's Aura of Fury is a simple +4 to attacks, but it comes with a double-edged sword. The aura affects both enemies and allies within a 20-foot radius, granting them attack bonuses but penalising their AC.

The aura is a scorched-earth tactic, bringing benefits and harm to all in the vicinity. It is a swift action to activate and a free action to end, so the phantom can keep it on during its turn to mitigate risk. The phantom can also use the aura selfishly, or the spiritualist can fight alongside the phantom to bring down enemies quickly before they can retaliate.

The Aura of Fury is a useful ability for a spiritualist who wants to keep their phantom at a distance, as it does not require the phantom to be in close combat. It is also beneficial for a spiritualist who wants to fight alongside their phantom, as the bonus to melee attacks will help to quickly take down enemies.

The Aura of Fury is one of the Anger Phantom's emotional focus abilities, which fill the phantom with seething anger from past lives. The phantom often takes the form of a hulking brute, with furrowed brows, or a frenzied creature ready to strike. They often exude a bright red aura, especially during combat, breathing a red mist from behind clenched, phantasmal teeth.

The phantom also 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.

The phantom also gains a +2 bonus to Strength and a -2 penalty to Dexterity. This Strength bonus is instead of the usual bonus to Dexterity as the spiritualist gains levels. The phantom also gains the Powerful Strike ability, dealing more damage with its slam attacks, and the Power Attack feat.

At higher levels, the phantom can emit a single angry wail that acts as a wail of the banshee. This ability can be used in either ectoplasmic or incorporeal form.

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It is best used selfishly

An Anger Phantom's Aura of Fury is best used selfishly by the Phantom itself, rather than by the Phantom's Master, the Spiritualist. This is because the Aura of Fury has a detrimental effect on all creatures within its radius, friend or foe.

The Aura of Fury is a 20-foot-radius ability that gives a +2 bonus to melee attack rolls but imposes a –2 penalty to AC. This means that the Phantom can activate the aura to gain the bonus to its own attack rolls while ensuring that its Master, the Spiritualist, stays outside the aura's radius to avoid the negative effect on their AC.

The Aura of Fury is best used in this way when the Spiritualist is not fighting alongside the Phantom but is instead staying in the rear while the Phantom fights in close combat. This playstyle is supported by the fact that the Spiritualist's Servant, the Phantom, can fly indefinitely starting at 9th level, allowing it to manoeuvre independently.

The Aura of Fury is also best used selfishly by the Phantom because the Phantom is likely to have a higher number of attacks per round than the Spiritualist, meaning it will benefit more from the bonus to attack rolls.

The Phantom can further maximise the benefit of the Aura of Fury by using a two-handed weapon, such as a scythe, which the Spiritualist class has proficiency with.

The Phantom can also make the most of the Aura of Fury by using the Power Attack feat, which it gains for free as part of its Anger focus. Power Attack allows the Phantom to take a penalty to all melee attack rolls to gain a bonus to melee damage rolls. This synergises well with the bonus to attack rolls from the Aura of Fury, as the Phantom can afford to take the penalty to attack rolls from Power Attack while the Aura of Fury is active.

The Aura of Fury is also best used by the Phantom because the Phantom has higher Strength and Constitution scores than the Spiritualist, meaning it is more likely to hit with its melee attacks and has more hit points to withstand damage in return.

The Phantom can further improve its Strength score by taking the Powerful Strike ability, which it gains as part of its Anger focus. Powerful Strike increases the damage of the Phantom's slam attacks, causing them to deal damage as if the Phantom were one size category larger than its current size.

The Phantom can also make the most of the Aura of Fury by taking the Ferocious Mien ability at 12th level, which causes it to become one size category larger than its current size as if affected by an Enlarge Person spell. This ability stacks with Powerful Strike, further increasing the damage of the Phantom's slam attacks.

In summary, an Anger Phantom's Aura of Fury is best used selfishly by the Phantom itself rather than by the Phantom's Master, the Spiritualist, because the Phantom can ensure that the Spiritualist stays outside the aura's radius to avoid the negative effect on their AC. The Phantom is also better able to capitalise on the bonus to attack rolls from the Aura of Fury because it is likely to have a higher number of attacks per round than the Spiritualist and can further increase its damage output through the use of feats, abilities, and two-handed weapons.

Frequently asked questions

An Anger Phantom is a spirit of unbridled rage, forever simmering on the edge of eruption. 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.

The Aura of Fury is a 20-foot-radius aura that grants creatures within it a +2 bonus on melee attack rolls but imposes a –2 penalty to their AC. This ability can be used in either ectoplasmic or incorporeal form.

The Aura of Fury affects creatures indiscriminately, so it can benefit enemies as well as allies. It also requires a swift action to activate and must be ended with a free action, so it can be challenging to manage in combat.

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