About Halungalom ShortstackHalungalom Shortstack: Halungalom Shortstack
Gnome Summoner (Synthesist) 7 CG Small Humanoid (Gnome) Init +6; Senses Low-Light Vision, Perception +10 -------------------- Defense -------------------- AC 15, touch 15, flat-footed 11 (+0 Dex, +4 armor, +1 Size) (+4 AC vs giant subtype) HP 77 (7d8+14+7(Favored Class)) Fort +7, Ref +5, Will +9 (+2 vs illusions, +2 vs evocation) -------------------- Offense -------------------- Speed 20 ft. Melee Unarmed strike +5 (1d2/x2) Ranged +1 Conserving Light crossbow +6 (1d6/x2) Summoner Spells Spell-like Ability (1/day) Dancing Light, Dimention Door, Ghost Sound, Prestidigitation, Speak with Animals Spell-like Ability (8/day) Summoner Monster IV (CL 0): Acid Splash, Detect Magic, Guidance, Mage Hand, Mending, Resistance (CL 1): Icicle Dagger, Lesser Rejuvenate Eidolon, Mage Armor, Shield (CL 2): Bloods Armor, Communal Mount, Invisibility, Phantom Steed (CL 3)Fire Shield, Rejuvenate Eidolon -------------------- Statistics -------------------- Str 10, Dex 10, Con 14, Int 14, Wis 13, Cha 20 Base Atk +5; CMB +4; CMD 14 Feats Expanded Resistance (Evocation), Great Hatred, Improved Initiative, Vast Hatred Traits Reactionary, Desperate Speed Background Trait-Pick On Someone Your Own Size Skills Craft (Alchemy) +13, Knowledge(arcana) +12, Knowledge(History) +12, Linguistics +6, Perception +10 Languages Common, Dwarven, Draconic, Elven, Giant, Gnome, Goblin, Orc, Sylvan Combat Gear Summoner's Kit, Traveler's outfit, +1 Conserving Light Crossbow, Crossbow Bolts (10), Lamellar (Leather), +2 Clock of Resistance, Wand of Cure Light Wounds, 37 gp -------------------- TRACKED RESOURCES -------------------- Crossbow Bolts - 10/10 Cantrips - Unlimited 1st Level Spells - 6/6 2nd Level Spells - 4/4 3rd Level Spells - 2/2 Wand of Cure Light Wounds 50/50 -------------------- Special Abilities -------------------- Gnome Magic-Gnomes add +1 to the DC of any saving throws against illusion spells that they cast. Gnomes with a Charisma of 11 or higher also gain the following spell-like abilities: 1/day—dancing lights, ghost sound, prestidigitation, and speak with animals. The caster level for these effects is equal to the gnome's level. The DC for these spells is equal to 10 + the spell's level + the gnome's Charisma modifier. Hatred-+2 bonus on attack rolls vs humanoid (reptilian, goblinoid, human, and orc) Favored Class Bonus-+1 HP for Eidolon Reactionary Trait-You were bullied often as a child, but never quite developed an offensive response. Instead, you became adept at anticipating sudden attacks and reacting to danger quickly. You gain a +2 trait bonus on initiative checks. Desperate Speed Trait-Your eidolon excels at a movement type you do not possess. Your eidolon receives a +5-foot enhancement bonus to one type of speed it has that you do not, such as a climb or swim speed. If your eidolon doesn't already possess such a mode of movement, you may apply this trait bonus later if it gains an evolution that grants it such a mode. Once this bonus is applied to a mode of movement, it can't be switched to another mode. Pick On Someone Your Own Size-When you were young, you or others you cared for were bullied by agents of an oppressive power. At some point, you stood up against one or many of the tyrants, feeling that somehow you were bigger, stronger and more resilient than you actually were. You later realized that this support was the first trace of your eidolon trying to make contact with you. You can still draw on that power today, making your aura strong and your presence powerful. You gain access to the Twinned Presence magic trait. Fused Eidolon-A synthesist summons the essence of a powerful outsider to meld with his own being. The synthesist wears the eidolon like translucent, living armor. The eidolon mimics all of the synthesist’s movements, and the synthesist perceives through the eidolon’s senses and speaks through its voice, as the two are now one creature. While fused with his eidolon, the synthesist uses the eidolon’s physical ability scores (Strength, Dexterity, and Constitution), but retains his own mental ability scores (Intelligence, Wisdom, and Charisma). The synthesist gains the eidolon’s hit points as temporary hit points. When these hit points reach 0, the eidolon is killed and sent back to its home plane. The synthesist uses the eidolon’s base attack bonus, and gains the eidolon’s armor and natural armor bonuses and modifiers to ability scores. The synthesist also gains access to the eidolon’s special abilities and the eidolon’s evolutions. The synthesist is still limited to the eidolon’s maximum number of natural attacks. The eidolon has no skills or feats of its own. The eidolon must be at least the same size as the synthesist. The eidolon must have limbs for the synthesist to cast spells with somatic components. The eidolon’s temporary hit points can be restored with the rejuvenate eidolon spell.
This ability replaces the class’s eidolon ability, bond senses, and life bond.
This ability replaces life link.
Bodyguard:
Bodyguard
Eidolon 7 CG Medium Outsider Init +6; Senses Darkvision 60 ft. Perception +11 -------------------- Defense -------------------- AC 18, touch 12, flat-footed 16 (+2 Dex, +6 natural armor) HP 74 (6d10+7+7 (Favored Class Bunus)) Fort +10, Ref +8, Will +10 (+4 vs enchantment spells and effects) -------------------- Offense -------------------- Speed 30 ft., Fly Speed 35 ft. Melee 2 Claws +12 (1d4+6/x2) and +2 Flaming Burst Longsword +12 (1d8+6+1d6 fire/19-20 ×2+1d10 fire) and +2 Icy Burst Shortsword +12 (1d6+6+1d6 cold/19-20 ×2+1d10 cold) Evolutions Ability Increase (Strength), Claws, Flight, Improved Natural Armor, Limbs (arms), Limbs (legs), Weapon Training, Weapon Training (Martial) -------------------- Statistics -------------------- Str 22, Dex 15, Con 13, Int 7, Wis 10, Cha 11 Base Atk +6; CMB +12; CMD 24 Feat-Combat Reflexes, Improved Initiative, Two-Weapon Fighting Skills-Acrobatics +8, Climb +10, Escape Artist +7, Perception +11, Sense Motive +5, Knowledge (Planes) +6 Combat Gear-+2 Flaming Burst Longsword, +2 Icy Burst Shortsword -------------------- Special Abilities -------------------- Link (Ex)-A summoner and his eidolon share a mental link allows for communication across any distance (as long as they are on the same plane). This communication is a free action, allowing the summoner to give orders to his eidolon at any time. In addition, magic items interfere with the summoner’s connection to his eidolon. As a result, the summoner and his eidolon share magic item slots. For example, if the summoner is wearing a ring, his eidolon can wear no more than one ring. In case of a conf lict, the items worn by the summoner remain active, and those used by the eidolon become dormant. The eidolon must possess the appropriate appendages to utilize a magic item. Share Spells (Ex)-The summoner may cast a spell with a target of “you” on his eidolon (as a spell with a range of touch) instead of on himself. A summoner may cast spells on his eidolon even if the spells normally do not affect creatures of the eidolon’s type (outsider). Spells cast in this way must come from the summoner spell list. This ability does not allow the eidolon to share abilities that are not spells, even if they function like spells.
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