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Seltyiel

Tenoch Itzcoatl's page

134 posts. Alias of Dark Netwerk.


Race

HP 10/10 {effects: none} | AC 10 (T10 FF10) | F+2 R+0 W+3 | Init +4 | low-light vision, perception +3

Classes/Levels

Dailies:
Summon Monster 6/6; Spells: 1st: 2/2

Gender

Male half-elf Synthesist 1 |

Homepage URL

Eidolon Form

About Tenoch Itzcoatl

Male Half-Elf Synthesist 1
LE humanoid (elf and human)

Favored Class(es)
- Summoner: Add +1/4 to the eidolon's evolution pool.
- ?:

Init +4; Senses low-light vision, perception +3

==DEFENSE==
AC 10, touch 10, flat-footed 10 (+0 dex)
hp 10 (d8 +2 Con)
Fort +2 (+0 base +2 con), Ref +0 (+0 base +0 dex), Will +3 (+2 base +1 wis)
Defensive Abilities Elven immunities (immune to sleep; +2 vs enchantment), +1 vs. divine

==OFFENSE==
Spd 30/x4
Melee
unarmed strike +0 1d3+0 20/x2 {B, nonlethal}

Ranged

Offensive Abilities

==STATISTICS==
Str 11, Dex 10, Con 14, Int 14, Wis 12, Cha 17 (15 +2 race)
Base Attack Bonus +0, CMB +0, CMD 10
Feats Exotic Weapon Proficiency (Bastard Sword), Improved Initiative
Traits Desecration, Destined Diplomat
Languages Common, Elven, Abyssal, Infernal

Spells per Day
1st: 2 (1+CHA)

Spells Known (DC 10 +3 cha +spell level)
0th (4): Detect Magic, Guidance, Message, Resistance
1st (2): Lesser Rejuvenate Eidolon, Mage Armor

Skills:
Skill points: 4 (2 +2 INT)/lvl

Acrobatics +0 (0 +0 DEX - ACP)
Appraise +2 (0 +2 INT)
Bluff +3 (0 +3 CHA)
Climb +0 (0 +0 STR - ACP)
Craft (-) +2 (0 +2 INT +0 class)
Diplomacy +7 (1 +3 CHA +3 class){+2 vs outsiders}
Disguise +3 (0 +3 CHA)
Escape Artist +0 (0 +0 DEX - ACP)
Fly +0 (0 +0 DEX +0 class - ACP)
Heal +1 (0 +1 WIS)
Intimidate +3 (0 +3 CHA)
Knowledge (planes) +6 (1 +2 INT +3 class)
Knowledge (religion) +6 (1 +2 INT +3 class)
Perception +3 (0 +1 WIS +2 race)
Perform +3 (0 +3 CHA)
Ride +0 (0 +0 DEX - ACP)
Sense Motive +1 (0 +1 WIS)
Spellcraft +6 (1 +2 INT +3 class)
Stealth +0 (0 +0 DEX - ACP)
Survival +1 (0 +1 WIS)
Swim +0 (0 +0 STR - ACP)
Use Magic Device []+[/] (0 +3 CHA +0 class)

Trained Only Skills (Untrained)
Disable Device []+[/] (0 +0 DEX - ACP)
Handle Animal []+[/] (0 +3 CHA +0 class)
Knowledge (arcana) []+[/] (0 +2 INT +0 class)
Knowledge (dungeoneering) []+[/] (0 +2 INT +0 class)
Knowledge (engineering) []+[/] (0 +2 INT +0 class)
Knowledge (geography) []+[/] (0 +2 INT +0 class)
Knowledge (history) []+[/] (0 +2 INT +0 class)
Knowledge (local) []+[/] (0 +2 INT +0 class)
Knowledge (nature) []+[/] (0 +2 INT +0 class)
Knowledge (nobility) []+[/] (0 +2 INT +0 class)
Linguistics []+[/] (0 +2 INT +0 class)
Profession () []+[/] (0 +1 WIS +0 class)
Sleight of Hand []+[/] (0 +0 DEX - ACP)


Equipment:

Encumbrance # lbs (33 lbs=light; 66 lbs=medium; 100 lbs=heavy)

_wt_ item

0.0 lbs (0 gp) Weapons

0.0 lbs (0 gp) Clothing and Armor
__._ Outfit

0 lbs (0 gp) Other Gear

Cash # gp

Feat descriptions:

EXOTIC WEAPON PROFICIENCY (bastard sword)
Choose one type of exotic weapon, such as the spiked chain or whip. You understand how to use that type of exotic weapon in combat, and can utilize any special tricks or qualities that exotic weapon might allow.
Prerequisites: Base attack bonus +1.
Benefit: You make attack rolls with the weapon normally.
Normal: A character who uses a weapon with which he is not proficient takes a –4 penalty on attack rolls.
Special: You can gain Exotic Weapon Proficiency multiple times. Each time you take the feat, it applies to a new type of exotic weapon.

IMPROVED INITIATIVE
Your quick reflexes allow you to react rapidly to danger.
Benefit: You get a +4 bonus on initiative checks


Trait descriptions:

DESECRATION (campaign)
You have violated one of the churches, cathedrals or holy shrines of the great god Mitra. To be sent to Branderscar this was no minor act of vandalism. Instead you have done something flagrant and spectacular to dishonour the Shining Lord.
Punishment: Death by burning
Benefit: You receive +1 trait bonus on all saving throws against divine spells.

DESTINED DIPLOMAT (social)
Your relationship with your eidolon gives you some clout with other outsiders. You gain a +2 trait bonus on Diplomacy checks toward outsiders, and Diplomacy is always a class skill for you.


Class Abilities:

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.

SUMMON MONSTER (Su)
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.


Race Abilities:

ANCESTRAL ARMS
Some half-elves receive training in an unusual weapon. Half-elves with this racial trait receive Exotic Weapon Proficiency or Martial Weapon Proficiency with one weapon as a bonus feat at 1st level. This racial trait replaces the adaptability racial trait.

ELVEN IMMUNITIES
Half-elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.

KEEN SENSES
Half-elves receive a +2 racial bonus on Perception checks.

LOW-LIGHT VISION
Half-elves can see twice as far as humans in conditions of dim light.

MULTITALENTED (Summoner, ?)
Half-elves choose two favored classes at first level and gain +1 hit point or +1 skill point whenever they take a level in either one of those classes.


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