The Peacock - Harrow Deck

Angelo Fortunato's page

247 posts. Alias of Brian Minhinnick (RPG Superstar Season 9 Top 16).


Classes/Levels

Tracking:
Ki Spent:7/9 Hero Points:3/3 1st:5/6 2nd:3/5 3rd:1/4 HP 116/90

Gender

HP 116/90 | AC 36 (T 18, FF 36) | CMD 26 | F +13 | R +11 | W +16 | Init +7 | Per +16

About Angelo Fortunato

Advancement Choices:
Level 1 Summoner (synthesist)/Ranger (Trapper);Cantrips, Fused Eidolon, Fused Link, Summon Monster 1, Favored Enemy (Undead), track, wild empathy, trapfinding, Extra Evolution

Level 2 Summoner (synthesist)/Monk (Maneuver Master);Evasion (Eidolon), Improved Trip (Monk), Flurry of maneuvers, stunning fist, unarmed strike, Combat Reflexes

Level 3 Summoner (synthesist)/Ninja; Summon Monster II, poison use, sneak attack +1d6, Power Attack

Level 4 Summoner (synthesist)/Ninja; Shielded Meld, Ki Pool, Ninja Trick (Vanishing Trick), Extra Ki, +1 Wis

Level 5 Summoner (synthesist)/Ninja; Summon Monster III, No Trace +1, sneak attack +2d6, Extra Evolution +1 con (Eidolon)

Level 6 Summoner (synthesist)/Ninja; Maker's Jump, Devotion (Eidolon), ninja trick (Weapon Training (Bite)), uncanny dodge, Extra Ki

Level 7 Summoner (synthesist)/Ninja; Summon Monster IV, sneak attack +3d6, improved initiative

Level 8 Summoner (synthesist)/Ninja;light steps, ninja trick (shadow clones), no trace +2

Level 9 Summoner (synthesist)/Ninja;sneak attack +4d6

Angelo Fortunato 

LN Male Archon-Blooded Aasimar Age 18

Medium Outsider (Native) 

Init +4/+7; Senses Darkvision 60 ft.; Perception +16


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DEFENSE 
 

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AC 20/36, touch 14/18, flat-footed 36* (+4 armor (Mage Armor), -2 dex/+1 dex, +2/+16 NA, +5 wisdom, +0/+2 shield, +1 delfection, 0/-1 Size) *Uncanny Dodge


HP 116/90 (8d8+1d10+52/7d10+28)


Fort +14/+13, Ref +8/+11, Will +16
Evasion, +4 vs Enchantment,

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OFFENSE 


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Speed 30/30 ft. Fly 30 ft. (Good)

Melee (Power Attack) Bite +16 (1d8+21) and Slam +15 (2d6+14) and Gore +15 (1d8+14)

Ranged Acid Splash +8 (1d3 acid)

Space 10 ft., Reach 10 ft. (15' reach with bite, slam)

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SPELLS (CL 6th) CONCENTRATION +10

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0 (Infinite) DC 12 - acid splash, daze, detect magic, guidance, light, mending

1st (6/Day) DC 13 - enlarge person, grease, infernal healing, rejuvinate eidolon (lesser), mage armor

2nd (5/Day) DC 14 - evolution surge (lesser), glitterdust, haste, summon eidolon

3rd (4/Day) DC 15 - dimension door, displacement, evolution surge, greater invisibility

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SPECIAL ABILITIES 

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Summon Monster III (5/Day) (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

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.

Favored Enemy (Evil Outsiders) (Ex):
At 1st level, a ranger selects a creature type from the ranger favored enemies table. He gains a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against creatures of his selected type. Likewise, he gets a +2 bonus on weapon attack and damage rolls against them. A ranger may make Knowledge skill checks untrained when attempting to identify these creatures.

At 5th level and every five levels thereafter (10th, 15th, and 20th level), the ranger may select an additional favored enemy. In addition, at each such interval, the bonus against any one favored enemy (including the one just selected, if so desired) increases by +2.
If the ranger chooses humanoids or outsiders as a favored enemy, he must also choose an associated subtype, as indicated on the table below. (Note that there are other types of humanoid to choose from—those called out specifically on the table below are merely the most common.) If a specific creature falls into more than one category of favored enemy, the ranger's bonuses do not stack; he simply uses whichever bonus is higher.

Track (Ex):
A ranger adds half his level (minimum 1) to Survival skill checks made to follow or identify tracks

Wild Empathy (Ex):
A ranger can improve the initial attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person (see Using Skills). The ranger rolls 1d20 and adds his ranger level and his Charisma bonus to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.
To use wild empathy, the ranger and the animal must be within 30 feet of one another under normal visibility conditions. Generally, influencing an animal in this way takes 1 minute, but, as with influencing people, it might take more or less time.
The ranger can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but he takes a –4 penalty on the check.

Trapfinding (Ex):
A trapper adds 1/2 her ranger level on Perception skill checks made to locate traps and on Disable Device skill checks (minimum +1). A trapper can use Disable Device to disarm magic traps.

Stunning Fist (2/Day) (Ex):
You must declare that you are using this feat before you make your attack roll (thus, a failed attack roll ruins the attempt). Stunning Fist forces a foe damaged by your unarmed attack to make a Fortitude saving throw (DC 10 + 1/2 your character level + your Wis modifier), in addition to dealing damage normally. A defender who fails this saving throw is stunned for 1 round (until just before your next turn). A stunned character drops everything held, can’t take actions, loses any Dexterity bonus to AC, and takes a –2 penalty to AC. You may attempt a stunning attack once per day for every four levels you have attained (but see Special), and no more than once per round. Constructs, oozes, plants, undead, incorporeal creatures, and creatures immune to critical hits cannot be stunned.

Flurry of Maneuvers (Ex):
At 1st level, as part of a full-attack action, a maneuver master can make one additional combat maneuver, regardless of whether the maneuver normally replaces a melee attack or requires a standard action. The maneuver master uses his monk level in place of his base attack bonus to determine his CMB for the bonus maneuvers, though all combat maneuver checks suffer a –2 penalty when using a flurry.
At 8th level, a maneuver master may attempt a second additional combat maneuver, with an additional –3 penalty on combat maneuver checks.
At 15th level, a maneuver master may attempt a third additional combat maneuver, with an additional –7 penalty on combat maneuver checks.
This ability replaces flurry of blows.

Ki Pool (9 Points) (Su):

At 2nd level, a ninja gains a pool of ki points, supernatural energy she can use to accomplish amazing feats. The number of points in the ninja’s ki pool is equal to 1/2 her ninja level + her Charisma modifier. As long as she has at least 1 point in her ki pool, she treats any Acrobatics skill check made to jump as if she had a running start. At 10th level, she also reduces the DC of Acrobatics skill checks made to jump by 1/2 (although she still cannot move farther than her speed allows).

By spending 1 point from her ki pool, a ninja can make one additional attack at her highest attack bonus, but she can do so only when making a full attack. In addition, she can spend 1 point to increase her speed by 20 feet for 1 round. Finally, a ninja can spend 1 point from her ki pool to give herself a +4 insight bonus on Stealth checks for 1 round. Each of these powers is activated as a swift action. A ninja can gain additional powers that consume points from her ki pool by selecting certain ninja tricks.

The ki pool is replenished each morning after 8 hours of rest or meditation; these hours do not need to be consecutive. If the ninja possesses levels in another class that grants points to a ki pool, ninja levels stack with the levels of that class to determine the total number of ki points in the combined pool, but only one ability score modifier is added to the total. The choice of which score to use is made when the second class ability is gained, and once made, the choice is set. The ninja can now use ki points from this pool to power the abilities of every class she possesses that grants a ki pool.

Vanishing Trick (Su): As a swift action, the ninja can disappear for 1 round per level. This ability functions as invisibility. Using this ability uses up 1 ki point.

No Trace (Ex):
At 3rd level, a ninja learns to cover her tracks, remain hidden, and conceal her presence. The DC to track a ninja using the Survival skill increases by +1. In addition, her training gives her a +1 insight bonus on Disguise skill checks and on opposed Stealth checks whenever she is stationary and does not take any action for at least 1 round. Every three levels thereafter, the increase to Survival DCs and the bonuses on Disguise and opposed Stealth checks increase by 1.

Uncanny Dodge (Ex):
Starting at 4th level, a ninja can react to danger before her senses would normally allow her to do so. She cannot be caught flat-footed, nor does she lose her Dexterity bonus to AC if the attacker is invisible. She still loses her Dexterity bonus to AC if immobilized. A ninja with this ability can still lose her Dexterity bonus to AC if an opponent successfully uses the feint action against her.
If a ninja already possesses uncanny dodge from a different class, she automatically gains improved uncanny dodge instead.

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.

Light Steps (Ex): At 6th level, a ninja learns to move while barely touching the surface underneath her. As a full-round action, she can move up to twice her speed, ignoring difficult terrain. While moving in this way, any surface will support her, no matter how much she weighs. This allows her to move across water, lava, or even the thinnest tree branches. She must end her move on a surface that can support her normally. She cannot move across air in this way, nor can she walk up walls or other vertical surfaces. When moving in this way, she does not take damage from surfaces or hazards that react to being touched, such as lava or caltrops, nor does she need to make Acrobatics checks to avoid falling on slippery or rough surfaces. Finally, when using light steps, the ninja ignores any mechanical traps that use a location-based trigger.
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EVOLUTIONS Biped Form (15 pts) 

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claws (free), limbs (arms)(free), limbs (legs)(free), Bite II (2 pts), Improved NA II (2 pts), Reach (Bite) (1 pt), Large (4 pts), Flight (2 pts), Slam (1 pts), Reach (Slam) (1 pt), Gore (2 pts)


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STATISTICS 
 

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Str 11/30, Dex 7/13, Con 20/18, Int 12, Wis 20, Cha 14 
 

Base Atk +5 (+7); CMB +8/+18 (+21 trip); CMD 16/29

Traits:Reactionary, Desperate Focus, Law Enforcer

Feats: combat reflexes, extra evolution x2, extra ki x2, power attack, improved unarmed strike, improved trip, stunning fist, multiattack, dimensional agility, weapon focus (bite)

Skills:
Acrobatics +10/+14 (9 ranks, -2/+1 dex, 3 class)
Disable Device +10/+14 (+15 traps) (9 ranks, -2/+1 dex, 3 class)
Intimidate +4 (+2 cha, +2 race)
Fly +14/+15 (9 ranks, -2/+1 dex, 3 class, 4 maneuverability, -2 size)
Perception +17 (+18 traps) (9 ranks, +5 wis, 3 class)
Sense Motive +9 (+5 wis, +2 race, +2 trait)
Spellcraft +13 (9 ranks, +1 int, 3 class)
Stealth +10/+9 (9 ranks, -2/+1 dex, 3 class, -4 size)
Survival +17 (9 ranks, +5 wis, 3 class)
Use Magic Device +14 (9 ranks, +2 cha, 3 class)

Racial Modifiers: Archon-Blooded Aasimar; +2 Con, +2 Wis, +2 intimidate, sense motive, continual flame SLA, resist acid, cold, electricity 5, darkvision 60', Favored Class (Summoner)
 


Languages: Common, Celestial


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GEAR/POSSESSIONS


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Location: On Persons 
 
Carrying Capacity Light: lbs. Medium: lbs. Heavy: lbs. 


GP:600 GP

+4 Belt of Giant Strength 1 lbs. - 16,000 GP
+2 Amulet of Natural Armor 0 lbs. - 8,000 GP
Metamagic Rod (Extend, Lesser) 5 lbs. - 3,000 GP
Ring of Protection +1 0 lbs. - 2,000 GP
Ring of Sustenance 0 lbs. - 2,500 GP
Cloak of Protection +1 5 lbs. - 1000 GP

Adventurer's Sash x2 6 lbs. - 40 GP
Wand of Rejuvenate Eidolon (Lesser) 0 lbs. - 750 GP (18/50)
Wand of Infernal Healing 0 lbs. - 750 GP (37/50)
Scroll of Restore Eidolon x3 0 lbs. - 600 GP
Masterwork Manacles - Free
Masterwork Thieves' Tools - 100 GP
Potion of Endure Elements x 4 - 200 GP
Fuse Grenades x5 5lbs. - 500 GP

Total Weight:15 lbs.
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APPEARANCE

Characterization:
Angelo prefers to spend his time away from large settlements of people, hunting and destroying creatures of chaos. Since many common people often mistake his eidolon form as being some sort of monster, Angelo prefers to avoid them. He's worked with other adventurers in the past, but usually only for a single job that was too tough for him to handle of his own.

Though born in Cheliax, he has no connections to his past, no family, no home. His work as a hunter of chaos is all that keeps him going. When there are no chaotic monsters to kill Angelo will also take work as a bounty hunter tracking down criminals and bringing them to justice.

Three primary motivations:
Survival by whatever means necessary.

Enforcing law.

Destruction of chaotic creatures.

Three things he always does:
Make appropriate preparations before willingly entering into a dangerous situation.

Summon his eidolon as soon as he wakes, and maintain his magical defenses the whole time he's awake (mage armor).

Keep his promises.

Three things he never does:
Kill for convenience.

Lie.

Steal (from the living).