Akyrak

FatherBear_ PanserBjørne's page

9 posts. Alias of Johnny_Panic.


Full Name

Father_Bear "PanserBjørne"

Race

"PanserBjørne" synthesist Eidolon

Classes/Levels

Status:
HP25/25 | Init +2 | F +5 | R +4 | W +5 | Per +3

Gender

Male

Size

Large

Age

unknown

Special Abilities

As Eidolon

Alignment

CN

Languages

Common, Elven

Strength 15
Dexterity 15
Constitution 13
Intelligence 16
Wisdom 14
Charisma 16

About FatherBear_ PanserBjørne

Image of Father_bear here

"PanserBjørne" Synthesist Eidolon Level 3
IMAGE HERE

Quadruped Eidolon Large
Descriptor -
An Large Ethereal looking big Polar Bear Covered in magical armor
9 feet tall standing, 16 feet standing on two legs (Can only walk 5' and not run on two legs).
weight 2 tons.
Space 10'x 5' wide
Reach 5'

HD-D10 x 10+6+6+3(con) 25HP
Starting Statistics: Size Large;
Speed 40 ft.;
Free Revolutions
Bite Attack,
Limbs (legs X 2)

Ability Scores
Str 15 (mod+2)
Dex 15 (mod+2)
Con 13 (mod+1)
Int 16 (mod+3)(Aylya)
Wis 14 (mod+2)(Aylya)
Cha 16 (mod+3)(Aylya)

Saves
Fort (+5)
Ref (+4)
Will (+5)

AC 19/23* (10+2Dex +2+2+2 natural armor +1feat)
HP+31 (12 + 8 + 8 +3)
Spell*

Attacks BAB+3 3x Attacks [er Round only]
2x claws AB+5(1d8+3)(Magic Attacks) (counts as 2 Attacks)
Bite AB+5(1D6+3)(Magic Attack)
Slam AB+5(2D6+3)(Magic Attack)

Max Attacks 3

5 Points in Evolutions

1point Evolution Improved natural armor +2
1point Evolution Improved natural attack Damage Claw 1d6 to 1d8
1point Evolution Slam (Ex)*
1point Evolution Claws (Ex)
1point Evolution Magic Attacks (Su)*

*An eidolon is infused with magic, allowing it to treat all of its natural attacks as if they were magic for the purpose of overcoming damage reduction. If the summoner is 10th level or higher, all of the eidolon’s weapons are treated as the alignment of the eidolon for the purpose of overcoming damage reduction. Source: Advanced Player's Guide

*Slam (Ex)
An eidolon can deliver a devastating slam attack. This attack is a primary attack. The slam deals 1d8 points of damage (2d6 if Large, 2d8 if Huge). The eidolon must have the limbs (arms) evolution to take this evolution. Alternatively, the eidolon can replace the claws from its base form with this slam attack (this still costs 1 evolution point). This evolution can be selected more than once, but the eidolon must possess an equal number of the limbs evolution. Source: Advanced Player's Guide

Starting size - Large, But no size benefits other than mass.

Feats

HERE:

Improved Initiative.
Dodge +1AC
Intimidating Prowess
Breadth of Experience Race
Although still young for your kind, you have a lifetime of knowledge and training. Prerequisites: Dwarf, elf, or gnome; 100+ years old.
Benefit: You get a +2 bonus on all Knowledge and Profession skill checks, and can make checks with those skills untrained.

Traits

HERE:

Resilient +1 for saves
Reactionary + 2 Init.

Racial Traits Snow Elf:

+2 Dexterity, +2 Intelligence, –2 Constitution: Elves are nimble, both in body and mind, but their form is frail.
Medium: Elves are Medium creatures and have no bonuses or penalties due to their size.

Normal Speed Elves have a base speed of 30 feet.

Darkvision Though uncommon, some groups of elves are born with darkvision, rather than low-light vision. In many cases this is taken as a sign of a drow in the elf's ancestry, and can lead to persecution within the elf's home community. Elves with this racial trait gain darkvision with a range of 60 feet, but also gain sensitivity to light and are dazzled in areas of bright light or within the radius of a daylight spell. This racial trait replaces low-light vision.

Elemental Resistance Elves who dwell in the most extreme environments, from arctic wastelands to volcanic plains, develop natural resistance to the dangers of their homelands over the course of a few generations. Elves with this racial trait gain elemental resistance 5 to acid, cold, electricity, or fire. This choice is made at character creation, and once made it cannot be changed. This racial trait replaces elven immunities. Cold -5

Elven Magic Elves receive a +2 racial bonus on caster level checks made to overcome spell resistance. In addition, elves receive a +2 racial bonus on Spellcraft skill checks made to identify the properties of magic items.

Keen Senses: Elves receive a +2 racial bonus on Perception skill checks.
Weapon Familiarity: Elves are proficient with longbows (including composite longbows), longswords, rapiers, and shortbows (including composite shortbows), and treat any weapon with the word “elven” in its name as a martial weapon.
Languages: Elves begin play speaking Common and Elven. Elves with high Intelligence scores can choose from the following: Celestial, Draconic, Gnoll, Gnome, Goblin, Orc, and Sylvan.

Skills

HERE:

< = Class Skills
Base Skills
12 Spend

+2 Acrobatics(+2dex, 0rank)
+7 Appraise(+3int, 1rank)<
+3 Bluff(+3cha, 0rank)
+0/4 Climb(+0/4str, 0rank,)
+* Craft(+3int, 0rank)<
+7 Diplomacy(+3cha, 0rank)
+3 Disguise(+3cha, 0rank)
+2 Escape Artist(+2dex, 0rank)
+2 Fly (+2Dex 0rank)<
+7 Handle Animal (+3Cha 1rank)<
+2 Heal (+2Wis 0rank)
+9 Intimidate(+3cha, 3rank)
+5 Knowledge (ALL)(+3Int 0rank +2Feat)<
+7 Linguistics(+3int 1rank) <
+2 Perception(+2wis, 0rank)
+4 Profession(ALL)(+2wis, 0rank +2Feat)<
+6 Ride (+2Dex 1rank)<
+2 Sense Motive(+2wis, 0rank)
- Sleight of Hand(+3dex, 0rank)
+8 Spellcraft(+3int, 2rank)
+2 Stealth (+2dex 0rank)
+2 Survivel (+2wis 0rank)
+2 Stealth(2dex, 0rank)
+0/4 Swim (+0/4Str 0rank)
+8 Use Magic Device(+3cha, 2rank)<