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Angel Mask

Hastur the Ineffable's page

369 posts. Alias of Luke_Parry.

Full Name

The King in Yellow










Chaotic Neutral


Common, Elven, Azlanti, Aklo, Necril, Orvian, Terran, Abyssal, Infernal, Undercommon, Dark Folk, Tekritanin, Cyclops, Ignan

Strength 25
Dexterity 15
Constitution 18
Intelligence 18
Wisdom 14
Charisma 16

About Hastur the Ineffable

Slam: [dice]1d20+16+2+2[/dice], for [dice]2d6+11+2[/dice] damage, +[dice]1d6[/dice] Acid damage.
Slam: [dice]1d20+16+2+2[/dice], for [dice]2d6+11+2[/dice] damage, +[dice]1d6[/dice] Acid damage.
Bite: [dice]1d20+15+2+2[/dice], for [dice]1d6+9+2[/dice] damage, +[dice]1d6[/dice] Acid damage.
Gore: [dice]1d20+15+2+2[/dice], for [dice]1d6+9+2[/dice] damage, +[dice]1d6[/dice] Acid damage.

Active Spells:
Mage Armor (extended), Greater Magic Fang (extended)

An enormous humanoid-ish form, clad in a voluminous, tattered yellow robe, its arms clad in dirty yellow linen bandages, and its face obscured by a delicate silver mask, which seems to glisten in the light, every so slightly warping the reflections in its surface, The Lesser Aspect of the King in Yellow is a terrifying sight (not least because it looks somewhat like a steroid-infused leper).

Initiative: +12 [+2 Dex + 4 Feat + 2 Trait + 4 Racial]
Senses: 60' Darkvision, Perception +30
Speed: 40 ft

AC: 30 (10 + 4 (Mage Armor) + 12 (Natural Armor) + 2 (Shield) + 2 Dex - 1 Size + 1 Insight)
Touch: 12 (10 + 2 Dex - 1 Size + 1 Insight)
Flat-footed: 28 (10 + 4 (Mage Armor) + 12 (Natural Armor) + 2 (Shield) - 1 Size + 1 Insight)

Hit Points: 57+2/68+57

Fort: +16 Ref: +8 Will: +14

+2 bonus on Will saves against mind-affecting effects.

Immune to magic sleep effects.

+2 racial saving throw bonus against enchantment spells and effects.

+4 morale bonus on Will saves against enchantment spells and effects.


Base Atk: +6; CMB: +16; CMD: 28

Slam/Slam: +16 to hit; Dmg 2d8+12 + 1d6 (Acid); crit 20/x2; Type B
Bite: +15 to hit; Dmg 1d8+10 + 1d6 (Acid); crit 20/x2; Type P/S/B
Gore: +15 to hit; Dmg 1d8+10 + 1d6 (Acid); crit 20/x2; Type P


Skill Points per level:
Summoner: 2 (Class) + 4 (Intelligence)
Acrobatics +2
Appraise +4
Bluff +3
Climb +7
Craft(Any) +4
Diplomacy +3
Disguise +3
Escape Artist +2
Heal +2
Intimidate +14 (+3 Cha + 8 ranks + 3 class skill)
Knowledge(Arcana) +15 (+4 Int + 8 ranks + 3 class skill)
Knowledge(Planes) +15 (+4 Int + 8 ranks + 3 class skill)
Linguistics +15 (+4 Int + 8 ranks + 3 class skill)
Perception +30 (+2 Wis + 8 ranks + 3 class skill + 1 Trait + 3 Feat + 8 Racial + 5 Competence)
Perform +3
Ride +2
Sense Motive +2
Spellcraft +15 (+4 Int + 8 ranks + 3 class skill)
Stealth -2 (+2 Dex - 4 Size)
Survival +2
Swim +7


1st: Extra Evolution
1st (Half-Elf Bonus): Skill Focus(Perception)
1st (Fighter Bonus): Endurance
1st (Fighter Bonus): Diehard
2nd (Fighter Bonus): Arcane Strike
3rd: Extra Evolution
4th (Fighter Bonus): WF: Slam
5th: Extra Evolution
5th (Fighter Bonus): Heroic Recovery
6th (Fighter Bonus): Weapon Specialization: Slam
7th: Extra Evolution
8th (Fighter Bonus): Improved Initiative

You are always on the lookout for reward and danger.

Benefit: You gain a +1 trait bonus on Perception checks, and Perception is always a class skill for you.

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.

Benefit: You gain a +2 trait bonus on initiative checks.

Racial Features:
Elven Immunities:
Half-elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.

Elf Blood:
Half-elves count as both elves and humans for any effect related to race.

Rather than having bodily and facial features that are a blend of elven and human, or tending towards one parent or the other, a rare few half-elves have a strange combination of features. They have noticeable mismatched eyes and ears, as well as uneven limbs. Half-elves with this trait take a –2 penalty on Reflex saves but receive a +4 racial bonus on initiative checks. This racial trait replaces keen senses and low-light vision.

Class Features:
Darkvision (Ex):
The eidolon has darkvision out to a range of 60 feet.

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.

The following class abilities function differently for synthesist summoners.

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.

Shielded Meld (Ex):
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 (Sp):
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.

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 (Ex):
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 (Ex):
An eidolon gains a +4 morale bonus on Will saves against enchantment spells and effects.

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.

Mutagen (Su):
At 3rd level, a mutation warrior discovers how to create a mutagen that he can imbibe in order to heighten his physical prowess at the cost of his personality. This ability functions as the alchemist's mutagen ability, using his fighter level as his alchemist level.

This ability replaces armor training 1.

Mutagen Discovery (Su):
At 7th level and every 4 levels thereafter, the mutation warrior can choose one of the following alchemist discoveries to augment his abilities: feral mutagen, grand mutagen, greater mutagen, infuse mutagen, nauseating flesh, preserve organs, rag doll mutagen, spontaneous healing, tentacle, vestigial arm, wings. The mutagen warrior uses his fighter level as his effective alchemist level for the purpose of these discoveries.

This ability replaces armor training 2, 3, 4, and armor mastery.

Tough as Nails:
An unbreakable gains Endurance and Diehard as bonus feats.

This ability replaces the fighter’s 1st-level bonus feat.

Unflinching (Ex):
At 2nd level, an unbreakable gains a +1 bonus on Will saves against mind-affecting effects. This bonus increases by +1 for every four levels after 2nd level (to a maximum of +5 at 18th level).

This ability replaces bravery.

Heroic Recovery (Ex):
At 5th level, an unbreakable gains the Heroic Recovery feat as a bonus feat, if he does not have it already. If he already has this feat, the unbreakable can choose any combat feat instead. In addition, he may use this feat one additional time per day for every four levels after 5th (to a maximum of 4 times per day at 17th level).

This ability replaces weapon training 1.

Bite (Free)
Limbs (Legs) x2 (Free)
Slam x2 (2)
Improved Damage (Slam) (1)
Improved Natural Armor x2 (2)
Energy Attacks (Acid) (2)
Pounce (1)
Large (4)
Limbs (Arms) (2)
Gore (2)
Skilled (Perception) (1)

Spells - Summoner:
Cantrips: Detect Magic, Guidance, Mage Hand, Mending, Message, Read Magic

1st level (3/5 used) (5): Enlarge Person, Grease, Mage Armor, Identify, Reduce Person, Shield

2nd level (0/5 used) (4): Barkskin, Contact Entity I, Lesser Evolution Surge, See Invisibility

3rd level (1/3 used) (3): Greater Magic Fang, Heroism, Restore Eidolon


Monk's Outfit
MW Silver Mask (100)
Cloak of Resistance +2 (4000)
Cracked Pale Green Prism Ioun Stone x2 (8000)
Ring of Spell Knowledge(Type II - Keep Watch) (6000)
Rod of Extend, Lesser (3000)
Eyes of the Eagle (2500)
Dusty Rose Ioun Stone (5000)
Swarmbane Clasp (3000)
MW Backpack (50)
Diamond Dust (500gp)
Wand of Lesser Rejuvenate Eidolon [47/50] (750)
Coin: 100gp

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