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About Sol-Alar De Xin MinUnder Re-design Sol-Alar De Xin TN
About Sol-Alar De Xin Min
-Basic personality and description. Sol-Alar De Xin Back Story "Sol-Alar De Xin Min" Elf meaning "The Hunter of things", Once Darkness then the light then training. She had been found by the fay they said and given to them, they said she was found for a use. She was born to be an Agent of the great Patton, that Patton that interlinks all things.
Speed, stealth and power, she is fast and skilled, cunning and utterly ruthless in her pursuit of godhood. No act, not action no course will deflect her. "All things change, only the Patton stays" InForm:
18'10 and slim, with fine dark skin and long white hear, Blue gray eyes and olive face, she has the fine looks of a Noble Drow. Her dress is fine and of high cost. In Synthesist:
she is 22'11" tall and looks like this. Fast and the image of the idealized hunter, able to Dig, Swim, Fly she moves from plane to plane always seeking. Eyes of electric blue like the rune on her forehead, she reacks magic and power. In Action:
Contemplation in all actions, a center of stillness, Eyes cold and hard seeking always seeking, she is harsh blunt and some time cruel. A true professorial and business like always. There is only one thing she loves more then a hunt and that is flying. In her Synthesist form.
Combat:
Noble Drow Summoner (Synthesist L19)(Advanced 1) AC 31 = 10 (+6dex) (+1feat) (+8Item) (+5Item)(+1Item) Touch AC 21 FF AC18 Speed 40' Initiative +6
CMB +18
Base Attacks
Drow Noble
Ref +7 (+7 Dex) (+5 Items) (+16feat)= 35
Eidolon Synthesist
CMB +14
Base Attacks
Eidolon Synthesist
Ref +7 (+10 Dex) (+5 Items) (+16feat) (+4*)= 42
Feats:
10 from levels Mobility Combat Reflexes Defensive Combat Training (Combat) Blind-Fight (Combat) Dodge (Combat) Mobility (Combat) Spring Attack (Combat) Wingover (Monster) (Can only use with Eidolon) Flyby Attack (Monster) (Can only use with Eidolon) Improved Familiar Evastion (class SD) Improved evasion (Eidolon Feat) Uncanny Dodge (class SD) Fast stealth (class SD) Epic Feats Gestalt Sorcerer (blood Line - Arcane Bloodline - Familyer) Prestigious
Heroic graceSaves +11 Char Traits:
Breath of Expireance Magic Knack (Sum) [/spoiler [spoiler=Drow Nobel]
Skills:
Spend 204 +30/33 Acrobatics(+3/+6dex, 15rank +4Feat +5Item)<
Spells:
Level 0 (6) Unlimited Per day
Level 1 (6) 8 Per day
Level 2 (6) 7 Per day
Level 3 (6) 7 Per day
Level 4 (6) 7 Per day
Level 5 (5) 6 Per day
Level 6 (5) 5 Per day
Also from lass
Special:
No need for air Immune to gas attacks Permanency Spell
Synthesist:
Eidolon Base:
Starting Statistics: Size Medium;
HD 20 = 20 x 6 = 120+(140con) = 260hp
Free Evolutions
Evolution Pool = 26 Improved Natural Armor (Ex) x6 +12AC (6 Points)
Swim (Ex) (1 Point)
Magic Attacks (Su) (1pint)
Scent (Ex) (1 Point)
Burrow (Ex) (3 points)
Flight (Ex or Su) (14 points)
Special
Improved Familiar:
Improved Familiar Int=15 AC 25, touch 25, flat-footed 23 (+12 deflection, +2 Dex, +1 size)
Equipment:
See Hunters Claws Special weapon Below - 16k gp Special weapon - The Hunters Claws Is a sets of magical Gauntlets 2/4/6 etc The Hunters claws when activated work by shifting the any beings natural claw weapons in Adamantine. Making them act as Adamantine weapons. giving such claws the ability to bypass hardness when sundering weapons or attacking objects and ignoring hardness less than 20. They add NO other magic bonuses to such natural claw weapons than adding Adamantine. All other bonuses must come by other means. Activating and deactivating is a Swift action Nets - see below Bracers of Armor +8 64k GP
Ioun stones
Sols Nets:
MW Net +1 305gp x 6 A MW net is used to entangle enemies. Benefit: When you throw a net, you make a ranged touch attack against your target. A net's maximum range is 10 feet. If you hit, the target is entangled. An entangled creature takes a –2 penalty on attack rolls and a –4 penalty on Dexterity, can move at only half speed, and cannot charge or run. If you control the trailing rope by succeeding on an opposed Strength check while holding it, the entangled creature can move only within the limits that the rope allows. If the entangled creature attempts to cast a spell, it must make a concentration check with a DC of 15 + the spell's level or be unable to cast the spell. An entangled creature can escape with a DC 20 Escape Artist check (a full-round action). The net has 10 hit points and can be burst with a DC 30 Strength check (also a full-round action). A net is useful only against creatures within one size category of you. A net must be folded to be thrown effectively. The first time you throw your net in a fight, you make a normal ranged touch attack roll. After the net is unfolded, you take a –4 penalty on attack rolls with it. It takes 2 rounds for a proficient user to fold a net and twice that long for a non-proficient one to do so.[/i] Adamantine Net +1 (+1) 3005gp each x4 A Adamantine net is used to entangle enemies, but unlike normal nets its made from Adamantine, which makes it very hard to brake, how ever the Escape Artist check check is the same as a normal net. Benefit: When you throw a net, you make a ranged touch attack against your target. A net's maximum range is 10 feet. If you hit, the target is entangled. An entangled creature takes a –2 penalty on attack rolls and a –4 penalty on Dexterity, can move at only half speed, and cannot charge or run. If you control the trailing rope by succeeding on an opposed Strength check while holding it, the entangled creature can move only within the limits that the rope allows. If the entangled creature attempts to cast a spell, it must make a concentration check with a DC of 15 + the spell's level or be unable to cast the spell. An entangled creature can escape with a DC 20 Escape Artist check (a full-round action). The Adamantine net has 40 hit points and can be burst with a DC45 Strength check (also a full-round action). The Adamantine Net also has a Hardness 20. A net is useful only against creatures within one size category of you. A net must be folded to be thrown effectively. The first time you throw your net in a fight, you make a normal ranged touch attack roll. After the net is unfolded, you take a –4 penalty on attack rolls with it. It takes 2 rounds for a proficient user to fold a net and twice that long for a non-proficient one to do so.[/i] Distance Net +1 (as +2 weapon) 8005gp x1
DESCRIPTION
Ghost Touch Net +1 (as +2 weapon) 8005gp x1 Aura moderate conjuration; CL 9th; Craft Magic Arms and Armor, plane shift; Price +1 bonus. DESCRIPTION A ghost touch acts as a net on incorporeal creatures, regardless of its bonus. An incorporeal creature's 50% reduction in damage from corporeal sources does not apply to attacks made against it. The Net can be picked up and moved by an incorporeal creature at any time. A manifesting ghost can wield the weapon against corporeal foes. Essentially, a ghost touch net counts as both corporeal or incorporeal. DC 20 Escape Artist check (a full-round action). The Adamantine net has 10 hit points and can be burst with a DC25 Strength check. Thundering Net +1 (as +2 weapon) 8005gp x1 Aura faint necromancy; CL 5th; Craft Magic Arms and Armor, blindness/deafness; Price +1 bonus. DESCRIPTION
Corrosive Net +1 (as +2 weapon) 8005gp x1 Source: Advanced Player's Guide
DESCRIPTION
Extradimensional Net +1 (As +3 weapon) 32,005gp x1
Description
The only air in the net is that which enters when the net is opened. It contains enough air to supply one subject for 10 minutes. The Net does not accumulate weight even if it is filled. Each such net opens on its own particular nondimensional space. If a net is placed within a portable hole, a rift to the Astral Plane is torn in that place. Both the net and any thing inside are sucked into the void and forever lost. If such a net is placed within a bag of holding, it opens a gate to the Astral Plane. The Net, the bag, and any creatures within a 10-foot radius are drawn there, the net and bag of holding being destroyed in the process. |
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