Balazar

Halungalom Shortstack's page

18 posts. Organized Play character for Iron Killer.


Full Name

Halungalom Shortstack

Race

Gnome

Classes/Levels

Summoner (Synthesist)/7, HP 77/77, Init +6, Perc +10, AC 15, T 15, FF 11, Fort +7, Ref +5, Will +9

Gender

Male

Size

Small

Age

65

Special Abilities

Gnome Magic, Hatred, Weapon Familiarity, Low-Light Vision

Alignment

CG

Languages

Common, Gnome, Sylvan, Dwarven, Elven, Drconic, Giant, Orc

Strength 10
Dexterity 10
Constitution 14
Intelligence 14
Wisdom 13
Charisma 20

About Halungalom Shortstack

Halungalom 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.
While fused, the synthesist loses the benefits of his armor. He counts as both his original type and as an outsider for any effect related to type, whichever is worse for the synthesist. Spells such as banishment or dismissal work normally on the eidolon, but the synthesist is unaffected. Neither the synthesist nor his eidolon can be targeted separately, as they are fused into one creature. The synthesist and eidolon cannot take separate actions. While fused with his eidolon, the synthesist can use all of his own abilities and gear, except for his armor. In all other cases, this ability functions as the summoner’s normal eidolon ability (for example, the synthesist cannot use his summon monster ability while the eidolon is present).

This ability replaces the class’s eidolon ability, bond senses, and life bond.
Fused Link (Su)-Starting at 1st level, the synthesist forms a close bond with his eidolon. Whenever the temporary hit points from his eidolon would be reduced to 0, the summoner can, as a free action, sacrifice any number of his own hit points. Each hit point sacrificed this way prevents 1 point of damage done to the eidolon (thus preventing the loss of the summoner’s temporary hit points), preventing the eidolon from being killed and sent back to its home plane.

This ability replaces life link.
Summon Monster I (Sp)-Starting at 1st level, a summoner can cast summon monster I as a spell-like ability a number of times per day equal to 3 + his Charisma modifier. Drawing upon this ability uses up the same power as the summoner uses to call his eidolon. As a result, he can only use this ability when his eidolon is not summoned. He can cast this spell as a standard action and the creatures remain for 1 minute per level (instead of 1 round per level). At 3rd level, and every 2 levels thereafter, the power of this ability increases by one spell level, allowing him to summon more powerful creatures (to a maximum of summon monster IX at 17th level). At 19th level, this ability can be used as gate or summon monster IX. If used as gate, the summoner must pay any required material components. A summoner cannot have more than one summon monster or gate spell active in this way at one time. If this ability is used again, any existing summon monster or gate immediately ends. These summon spells are considered to be part of his spell list for the purposes of spell trigger and spell completion items. In addition, he can expend uses of this ability to fufill the construction requirements of any magic item he creates, so long as he can use this ability to cast the required spell.
Shielded Meld At 4th level, whenever the synthesist is fused with his eidolon, he gains a +2 shield bonus to his Armor Class and a +2 circumstance bonus on his saving throws. This ability replaces shield ally.
Maker's Jump At 6th level, whenever the synthesist is fused with his eidolon, the synthesist can cast dimension door as a spell-like ability using his caster level. This ability only affects the fused synthesist and eidolon. The synthesist can use this ability once per day at 6th level, plus one additional time per day for every six levels beyond 6th. This ability replaces maker's call and transposition.
Expanded Resistance Select one school of magic other than illusion. You gain a +2 racial bonus on saving throws against spells or effects from the selected school.

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.
Evasion If an eidolon is subjected to an attack that normally allows a Reflex save for half damage, it takes no damage if it makes a successful saving throw.
Devotion An eidolon gains a +4 morale bonus on Will saves against enchantment spells and effects.