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About Belgraencombat stats:
Offense:
________________________________________________________________________ Str 10, Dex 16, CON 12, Int 10, WIs 10, Cha 16 Initiative +5 (+3 dex+2 trait) Fly 50' Eidolon
+2 CMB (+4 BAB, +0 Str +0 size)
Melee Attacks: +4 (BAB +4, +0 Str)
Ranged Attacks: +4 (BAB +4,+3 Dex)
To overcome spell resistance 1d20+2 or 3 (caster level)
HP Max :41+21 ED temp AC:24 (10 +4 shield spell +3 Dex, +1 Natural, +6 Chain shirt) ED AC:16 (18 W/sheild spell) (10 +4 shield spell (+2 sheild edilon), +1 Dex, +1 Natural +2 ed armor) Spell resistance:11 (6+5 HD) Fort- +2 (+1 Base, +1 Con)
Ref- +4 (+1 Base, +3 Dex)
Wil- +4 (+4 Base, +0 Wis)
__________________________________________________ Spell casting:
Detect magic @ will 2X/D dancing lights faerie fire, Feather fall levitate spell Deeper darkness Lvl Save = 10+spell level+Cha
1 - 4/d
Eidolon suit:
STR 17
Evolution pool: 5 Free: Claws X2 (1d4+3str) (1)Climb 30' (+8 climb checks)
Fused Link Sacrifice own HP as a swift action to keep synthesist above 0 HP. Shielded meld +2 shield and +2 circumstance to saves when melded Makers Jump: When fused DDOor 1/d +1 per 4 levels. Only affects Synth and ED. feats:
Lvl
Traits-
skill breakdown:
Total skill points = 13 (Summ 2+intX6=12) +6 favored calss Appraise +4 (+4 Int +0 Ranks, +3 Class Skill)
Equipment:
Consumables:
Belgraen items:
2) Ring of sustenance 3) Pathfinder pouch
4) Hat of disguise 5) Feather token (tree) X2 6)Earring (unslotted) or detect poison @ will 7)Ring of natural armor +1 8) Handy Haversac
Loot:
Loot= unused or stored gear and goods Group loot to be sold:
Gp-587.25 commonly summoned creature stats:
I have the summoner app, but I’ll use these links for quick reference and copy/paste ability during game as a DM tool. Summoned creatures have Augmented summoning +4 Str and +4 Con Summon Monster
SM 1: celestial eagle (3x melee attacks)
Master summoner:
Cantrips, :Lifelink Lesser Eidolon A master summoner’s class level is halved (minimum 1) for the purposes of determining his eidolon’s abilities, Hit Dice, evolution pool, and so on. The eidolon otherwise functions as normal. This ability replaces the summoner’s normal eidolon ability. Summoning Mastery (Sp) Starting at 1st level, a master summoner can cast summon monster I as a spell-like ability a number of times per day equal to 5 + his Charisma modifier. The summoner can use this ability when his eidolon is summoned. Only one summon monster spell may be in effect while the eidolon is summoned. If the summoner’s eidolon is not summoned, the number of creatures that can be summoned with this ability is only limited by its uses per day. This ability otherwise functions as the summoner’s normal summon monster I ability. Other than these restrictions, there is no limit to how many summon monster or gate spells the summoner can have active at one time. This ability replaces the summoner’s normal summon monster I ability and shield ally. Augment Summoning At 2nd level, a master summoner gains Augment Summoning as a bonus feat. He does not have to meet any requirements for this feat. This ability replaces bond senses.
Drow Racials:
+2 Dexterity, +2 Charisma, –2 Constitution: Drow are nimble and manipulative. Elf: Drow are humanoids with the elf subtype. Medium: Drow are Medium creatures and receive no bonuses or penalties due to their size. Normal Speed: Drow have a base speed of 30 feet. Darkvision: Drow can see in the dark up to 120 feet. Drow Immunities: Drow are immune to magic sleep effects and gain a +2 racial bonus on saving throws against enchantment spells and effects. Keen Senses: Drow gain a +2 racial bonus on Perception checks. Poison Use: Drow are skilled in the use of poison and never risk accidentally poisoning themselves. Spell Resistance: Drow possess spell resistance equal to 6 plus their class levels. Spell-Like Abilities: A drow can cast dancing lights, darkness, and faerie fire, once each per day, using her total character level as her caster level. Light Blindness: Abrupt exposure to bright light blinds drow for 1 round; on subsequent rounds, they are dazzled as long as they remain in the affected area. Weapon Familiarity: Drow are proficient with the hand crossbow, rapier, and short sword. Languages: Drow begin play speaking Elven and Undercommon. Drow with high Intelligence scores can choose from the following languages: Abyssal, Aklo, Aquan, Common, Draconic, Drow Sign Language, Gnome, or Goblin. Blasphemous Covenant: Since their twisted beginnings,
Bio:
Belgraen was born a slave. His mother used to brag that he was of a noble lineage, but Belgraen never paid it much mind. She was clearly a bit mad in the head. She ended up being sacrificed when he was barely 5 years of age. Belgraen was considered a prize slave for his appearance and his minor arcane gifts. Most of his toil was indoors and he learned much about the house that owned him. Around puberty Bel began to have very vivid dreams. They were the same night after night. Over time he came to realize that the dreams were a ritual of some kind and he would always see a reptilian face hovering in the darkness of his mind. One day he decided to try it and see. Sure enough out of the shadows Owen emerged. A centuarian lizard creature. Owen told Bel of his hidden potential and how to bring it out. Through use of his abilities an guile Bel became aware of a plot to bring down his owners house. Belgraen quietly facilitated as much as he could, mostly through feeding the rival house information anonymously. When the time came Belgraen used his abilties to escape as he knew slaves of conquered houses were rarely treated well if they were even allowed to live. He's lived ever since as a mercenary and a petty thief, though he uses his minions to do the heavy lifting. |
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