Elan

Alton Nimblewit's page

73 posts. Alias of Maybryn.


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Deft shootist was the feat I got to take for free with the Grit rogue talent, since it was the only one that didn't require the use of a grit point to get full usage; besides, sometimes it makes sense to fire in melee, and I like to keep my options open.

Light steps isn't a bad choice, but it's not like difficult terrain comes up too often... Nimble moves might not be a bad idea, though. It'd be nice to be able to take a 5 foot step at all times.

Hmm... I could take Nimble Moves -> Acrobatic Steps, or PBS -> Shot on the Run -> Parting Shot... one makes me more agile, while the other does more damage.


I like the idea of the Scout archetype... certainly fits her character better. Rake is nice too, but she is the party trap finder, so I can't justify losing trapfinding.

I'm pretty sure the reason I took Combat Expertise had something to do with the Improved Feint ability, but on second thought, I'll have to get rid of that too because it really doesn't fit my character, even though it has saved my butt the couple of times I used it.

Light Step has some pretty steep requirements too...

My rogue only has a Wisdom modifier of +1, so grit right now is maxed at one. The fact that deft shootist lets me fire in melee without provoking AOO is all that I need from grit so far, so I don't mind, but I'll need Extra Grit if I want to take things further.
Here's what I've got so far...


  • Retrain for the Scout archetype
  • Retrain bard levels for full rogue
  • With new rogue levels, gain the talent Bleeding Attack
  • Retrain Combat Expertise for Extra Rogue Talent or Extra Grit

I'm open to other options for retraining Combat Expertise...


Good ideas, but I'm not quite sold on the urban barb path.

Forgot to mention my alternate race traits too: shadow hunter and darkvision.

I also misspoke. Instead of Fast Stealth, I have Combat Feat (sidestep).


I've got an elf rogue with an emphasis on mobility who has gone in way too many directions, and I'm looking at using retraining from Ultimate Campagin to get her back under control.

Before we get into the "best defense is a good offense" debate, let's make something clear: the character is in a steampunk horror campaign where some things can't be defeated with enough hit point damage. Survivability is key, and keeping a high degree of mobility is crucial.

Let's start with her feats (she's a 7th level rogue/2nd level bard):

Feats:


  • Weapon Finesse
  • Combat Expertise
  • Dodge
  • Mobility
  • Spring Attack

Second, let's look at her rogue talents:

Rogue Talents:


  • Firearm Training
  • Grit (quick clear/Deft Shootist)
  • Fast Stealth

Here's what I have in mind:


  • Get rid of the bard levels and go straight up rogue.
  • Add a SA-based talent like Bleeding Attack

However, I'm drawing a blank on what else I could do. Rogue Eidolon focused on 4 builds that don't suit this character's modus operandi, so I'm willing to solicit some input on this.


By the way, I'm going to link to this post, since it sums up the general rule of thumb regarding critical hits.


It's actually pretty game breaking to do so. Again, a 15d6 attack from a wizard is a limited resource, while a rogue with a keen rapier is critting quite a bit. In fact, the rules are pretty clear on precision based damage and critical hits:

srd wrote:


Exception: Precision damage (such as from a rogue's sneak attack class feature) and additional damage dice from special weapon qualities (such as flaming) are not multiplied when you score a critical hit.

If you'll notice other places where precision based damage is concerned, such as Vital Strike, you're always rolling the base weapon damage multiple times, but not from other sources.

Let's turn it around on the PCs. Assume a 10th level fighter with 127 hit points (10 for first level + 75% of d10 for 2nd through 9th level + 30 CON + 10 favored class + 10 Toughness) lost initiative and failed his perception check, meaning that a 10th level rogue with a composite longbow and deadly aim leveled two flatfooted attacks against him. If both attacks succeed, that rogue just dealt 10d6 sneak attack damage against him in addition to weapon damage of around 21. He can survive 51 points, even though he'll feel the hurt. However, if that same rogue dealt a critical with the longbow, that means the fighter would take take 20d6 points of SA damage from two attacks. Assuming all other beneficial bonuses (deadly aim, strength rating+2, 1d8 base weapon damage), total damage is 4d8+8+16 plus 20d6. Average damage done? 42 base weapon damage plus 70 sneak attack damage, or 112 damage. Max damage is 176, meaning the rogue does have a decent chance of killing the fighter outright before he even acts.


Same thing with Bane if an enemy turned coat and started fighting for you.


Found the FAQ link here. Seems pretty clear to me. Unless the caster wasn't evil, charm person shouldn't have worked:

FAQ wrote:

Protection From Evil: Does this work against all charm and compulsion effects? Or just against charm and compulsion effects where the caster is able to exercise control over the target, such as charm person, command, and dominate person (and thus not effects like sleep or confusion, as the caster does not have ongoing influence or puppet-like control of the target)?

The latter interpretation is correct: protection from evil only works on charm and compulsion effects where the caster is able to exercise control over the target, such as command, charm person, and dominate person; it doesn't work on sleep or confusion. (Sleep is a border case for this issue, but the designers feel that "this spell overrides your brain's sleep centers" is different enough than "this spell overrides your resistance to commands from others.")


Pirate wrote:

Yar!

...

but yeah, Deadmoon and fretgod99 covered the gist of it, though "subject to GM discretion" is always a potential workaround.

~P

In all fairness, the character would be perfectly justified in derailing the campaign entirely by attempting to find out how a succubus and their minor demons were able to overcome a protection from evil spell. This would seem to indicate that the demons were not evil, lost the evil descriptor, and other mechanics. It would be even more awkward if there was a Paladin who used a smite evil and it worked.


Turns out it was a moot point... the CON damage came from an ability called drowning touch, which the character was immune to because they had drunk a potion of water breating. Still, this is good to know for the future.


I've often wondered this myself... what happens if the assassin never uses the death attack to kill, but only to paralyze?


mcv wrote:
Of course Craft (Alchemy) is useful. It allows you to make Alchemist's Fire and useful stuff like that. Although it takes a ridiculous amount of time compared to true magic items.

Our GM allowed the product Making Craft Work to combat that problem.

After all, why should it take 10 times as long to make an object out of solid gold as it would to make the exact same object out of solid silver?


All classes benefit the most from Percception. However, if you're looking to min/max, I would suggest a Wisdom based class that doesn't suffer from MAD. A druid with a focus on spells is the first that comes to mind.


chaoseffect wrote:
Tiny Coffee Golem wrote:
Horses in our games never last long enough to form emotional attachments.
According to a friend, a guy he used to play with named all his horses "Glue" followed by a numeral. I can see why he did that.

I played an evil Teleporter with Augment Summoning in the last campaign. Anytime someone with above-animal intelligence (elves included) attacked my horse, they would pay back any damage or death in flesh. I'd make sure to take them alive, then summon a devil with the command "make him suffer." At level 10, it would be the longest 15 rounds of their lives.

Then if necessary, I'd just grab a couple of onyxes out of my pouch, animate the horse, and go on my way.


FLite wrote:
What did once hit me surprisingly hard, was when my character had to kill his horse.

Not surprised. Most of the time, horses, pack mules, teamsters, etc. are just in the background. When a GM turns it on the characters and sics a manticore or other beast on one of these guys that have no chance of surviving, and the frenzy of combat becomes that much more intense.


In the event of a TPK, our group has resolved to do a "Sons of" campaign. However, considering that at least two of our party members are chaste, it would have to be more of a 'spiritual successor to' campaign instead.


Building on sk8r's advice, keep in mind that wealth is balanced such that the players have the right amount of gear for their level. Too much, the combats get easier and easier (like the time one of my group's Paladins nearly one-shotted an Adult Green Dragon).


My suggestion?

Either 1) Start with the Beginner Box with a GM to get the mechanics down, or 2) join a group and just sit-in and observe for the first couple of sessions. If it doesn't break flow, ask other PCs questions about their decisions, but try not to interrupt the GM while he's managing combat. He's got enough to do.


Zhayne wrote:
Not that I can recall, but then all of my PC deaths are permanent. At the end of the day, it's just a game.

And A Song of Ice and Fire is just a bunch of books, but that didn't stop my wife from aching in pain when

spoiler:
Catelyn Stark died.

Of course, she also cried at the end of

some JRPG:
Final Fantasy X when Tidus started to dematerialize.

A well told story can elicit an entire spectrum of emotions.


Before the current campaign, we played in Forgotten Realms.

Two characters died, each dying twice before giving them up as dead-dead. One of them had leadership, and the Cohort had a death count of four.

Another player (call him Baldy) lost three characters, with death counts of 1, 2 and 1 respectively.

The other player in our group (call her Woman), the Barbarian, died once as a Faithless, but came back. Later, she failed a will save and killed everyone else.

This campaign? Baldy has lost 2 characters, while Woman still has a zero count. I lost one character, but she was reincarnated and basically dove into a sink hole of ultimate evil to get her soul back. Alton would have been #2, but it's possible he survived because of a misinterpretation of RAW (would have been nice to know last night before the proverbial and theoretical five stages of grief...)


I'd say the worst death is when our barbarian got possessed and great cleaved the rest of the party... even with obscurring mist up, she had improved blind fight too.


Found another discussion here that seems to cover the question... it's based on your Constitution score, which is only impacted by drain/permanent ability bonuses.

So it seems a character with a normal CON of 12 that takes 8 CON damage would still need to hit -12 hit points to die.

Can anyone confirm?


SRD wrote:


If a dying creature has an amount of negative hit points equal to its Constitution score, it dies.

According to RAW, is this the dying creature's normal Constitution score, or it's adjusted Constitution score?

I.e., if a creature has their CON damaged, does this affect the negative hit point total needed to die?


harte035 wrote:
It's actually only a caster level check with a difficulty of the scroll's caster level +1, so a good deal easier than the UMD roll.

Even so, it's based on the save of the minimum ability score to cast the spell, so the save DC is 20, instead of 25. Plus, you'd really have to hate someone to be willing to burn 10% of your wealth to cast a single spell. The scroll would cost 2275 gp, and an average 7th level character has a wealth of 23,500 gp.


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Cold Napalm wrote:
Water sucks....

I might be biased, but every time I've fought underwater, one of our characters died.


I've been playing Alton for about 2 years, and got him to level 10. He's had some close calls in the past, like getting cursed by a Vargouille, getting hit by a CON damaging poison that he could not save against (the rolls just kept going south), and a coup de grace in his sleep that was later fiat-ed by the GM.


Jagyr Ebonwood wrote:
In fact, I just killed the GM's character in my game this weekend via a gibbering mouther's engulf ability, which is a horrible disgusting way to go, so I expect some level of retribution. :D

Crap... look out for grudge monsters.


Does it depend on the play style? I can see how a kick-in-the-door campaign would have significantly different effects on the player. If a barbarian with very little character development dies, you just roll up a new one. Plenty of barbarians out in the world.


Disclaimer:
I'm not here to whine and complain, and I don't need support. I'm a grown man, and I take my character deaths with dignity.

My 10th level bard died last night in a Ravenloft-like setting. He was Neutral Good and an Innocent, and wouldn't want to be raised from the dead because of the corruption associated with it. Because he died in some evil sinkhole, it's likely he'd be raised without a soul.

It seems odd, but I found myself going through the 5 stages of grief after the session ended. Probably because I invested so much time and energy into character development (the most I ever did), and because he got dealt a really bad hand over time that he never got to resolve.

Has anyone else ever gone through grief after a permadeath?


Yeah, if I were the GM looking to challenge you, I'd either: a) focus on the rest of the party; b) throw a bunch of touch attacks at you, like enervation; c) have incorporeal creatures ambush you in your sleep; d) grapple you (depending on your CMD); e) use some horror elements and throw unkillable mobs in very close quarters; or f) use an anti-magic field in combination with the above. Depending on your level, time stop and wish would probably be fair game too...

Remember that incorporeal undead would take half damage from your attacks, are immune to crits, and precision based damage.

From your perspective, if I was you, I'd probably burn a +1 bonus on ghost touch for your armor just to pump your touch AC higher.

*EDIT* Found the crit rule... nevermind.


What's your touch/flatfooded? If a bunch of incorporeal undead came your way, could you hold your own?


211. Velial's Definitive Guide to Diurnal Avians
This leather-bound tome contains an anatomically correct sketch of an eagle on the inside of the front cover. On the opposite side of the page is an autograph of what appears to be the author, along with a rune in place of a signature. The handwriting is common, and states: "To my friend R. Pembroke: I feel more like I do now than when I first arrived."

Perusing the pages reveals that this was not handwritten. Instead, it appears as though the words were pressed into the page by metal plate lettering. However, the document appears to use a more scholarly dialect of Common. Any character who succeeds at a DC 15 Knowledge (nature) check notices that the tome is almost comprised almost entirely of footnotes, cross-references, indices, and the occasional self-promotion, and very little useful information about birds. If a player has this book in their possession while taking 20 on a Knowledge check in a library to research common diurnal species of birds, they receive a +2 circumstance bonus. This bonus does not apply, however, to nocturnal birds, uncommon species (such as magical creatures).


Nefreet wrote:
Why doesn't Bestow Curse have the "good" descriptor?

Though this is not strictly in the Pathfinder RPG, I usually turn to the Book of Exalted Deeds qualifier for good spells:


  • Good spells call upon good deities or energies.
  • Good spells summon or improve celestials or other good creatures.
  • Good spells involve a personal sacrifice to help another.
  • Good spells inspire hope, joy, or similar positive emotions, or they alleviate suffering.


blackbloodtroll wrote:

How does one punish the wicked, if every spell available to do so, is somehow evil?

The forces of good need not take the pacifist approach to all enemies.

Even in legend, gods of good have punished those committing grave, evil deeds.

Bestow Curse is well suited, as a nonlethal punishment.

You're probably right, bbt. Again, this is probably just the connotation of the word curse, which doesn't truly do the intent of the spell/action justice.


handicapability?


Good to hear.

I've been on trial a couple of times myself. One was when I was playing a medusa from Savage Species on the road to redemption. It was another CN PC who had me arrested and even tried to sabotage the trial in my disfavor by using his psionic abilities to charm and compel false witnesses.

It's strange when the medusa isn't the that guy of the group...


It's definitely something to chew on... bestow adversity just doesn't have the same ring to it.


I'm using it for Archer Bard too...

Here's my partial build. It's not optimized because I was planning on taking Arcane Archer. I'm going to retrain Weapon Focus to Rapid Shot:

Alton Nimblewit:

Alton Nimblewit
NG Halfling Bard 10
Str 15
Dex 18 (+2 Belt of Dexterity)
Con 12
Int 16
Wis 7
Cha 18 (+2 Crown of the Kobold King)

Feats: Arcane Strike, Point Blank Shot, Precise Shot, Weapon Focus (Shortbow), Deadly Aim

Weapon: +1 merciful composite shortbow, mighty +2
Attacks: +15/+10 (+7/+2 BAB, +4 DEX, +1 size, +1 enchant, -2 Deadly Aim, +1 Point Blank Shot, +2 Bardic Performance, +1 Weapon Focus)
Damage: 1d4 +13 (+2 Str, +1 Enchant, +3 Arcane Strike, +2 Bardic Performance, +1 Point Blank Shot, +4 Deadly Aim), +1d6 (if nonlethal)


Our GM often forces us to fight in close quarters combat (which neither myself nor our Tetori are concerned about), so Point Blank Shot almost always applies.

Unless I'm fighting creatures immune to nonlethal damage, I'm consistently dealing ~37 points of damage a round, not accounting for crits. 6 of those points are thanks to Arcane Strike.


From my understanding, evil is more the flavor of what happens.

Mechanically, summoning a quasit is similar to summoning a lantern archon. One is good, the other is evil. This opens up the character to corruption.

Being blind forever vs. suffering a -4 penalty on all d20 checks both impose penalties, I admit, and both suck. But how did it happen? An archon with an aura of menacing that imposes a -4 penalty is a lot different than a spell that causes an opponent's eyes to burst acid in a 10 foot cone, rendering the subject blind. To turn it around, looking upon a nymph and being rendered blind (that image being permanently imprinted upon the subject's inner eye) is a lot different than a wracking curse that causes the subject to experience shooting pains that result in a -4 penalty on all checks...

I suppose the same would apply to curses. If one specifies how the curse is inflicted, one curse could certainly be more evil than another...

*edit* for grammar...


As a wizard, my answer would be, whatever suits the character. However, wizards are skill-starved, even with their high Intelligence, and your skill points may be better spent on things like Perception (everyone needs it), the Knowledge family (unless your party has a bard), and perhaps Escape Artist (unless you're a Teleporter).

If you really want to focus on your out-of-combat skills, may I suggest Profession (merchant) and perhaps some kind of smithing.


Disclaimer:
I hope this doesn't spawn pages and pages of debate on the nature of evil...

Is there any reason bestowing a curse is not considered evil? Numerous third party supplements talk about the nature of curses, channeled by spite with the intention of maiming or crippling the target.

What comes to mind is the Book of Vile Darkness and the Ravenloft Player's Guide. The former talks about other unique curses, greater curses, bloodline curses, etc.; the latter mentions death curses, and the act of cursing someone causes a powers check.

Is it fair to say that curses have a proclivity to be a tool of evil, but are not inherently evil themselves?


darkkeepr wrote:

I will look into these. Thanks Alton and Claxon.

- D -

One thing I've noticed is that Death curses in both source materials generally only work when the character dies soon afterward. A character who dies with a death curse either cannot be raised/resurrected or the act of raising the character causes the curse to be lifted.

Also, this may be of less concern depending on your play style, but death curses are considered evil acts, namely because 1) they are powered by spite or malice, and 2) they are intended to maim or cause agony.

Don't know why a normal bestow curse doesn't have the evil descriptor...


Hmm... I already have Frightening Tune for the frightened condition. The staggered condition already exists as part of deadly performance (if the target succeeds).

You might be on to something there, though... something of a prismatic effect where the target gets hit by a random status ailment.

In effect, the performance is so powerful that the user experiences a wide range of emotions. The dominant emotion is determined randomly, and has an effect.

Awe (Stunned)
Anger (Staggered)
Joy (Exhausted)
Despair (Panicked)
Myriad (Confusion)
Sensory Overload (Blindness or Deafness)

Failed save duration TBD (1d4-1d6 rounds). Successful save reduces the duration to 1 round.


You can look at the Ravenloft Player's Handbook or the Book of Vile Darkness to see other mechanics of curses. Those could be adapted to Pathfinder quite easily.

In fact, the Ravenloft-type curses have been quite effective in our horror campaign.

*EDIT* The curse should be fitting, and provide an escape clause to be exceptionally effective. A death curse like you'd find in Dresden Files ("Die Alone" or "Never drink emotion again") wouldn't be appropriate mechanically speaking in the Pathfinder RPG, hence why the Dresden Files RPG is based on the FATE system.


Deviant Art would be my first suggestion. Also, 4chan's /tg/ channel occasionally has image threads. Those are my two standbys.


Alton Nimblewit is no Capoeirista, and curses require a powers check as well...

Alton is range-oriented (Point Blank Shot, Precise Shot, Deadly Aim, Weapon Focus (shortbow), Arcane Strike). He was originally going to go Arcane Archer, but I decided that full bard would be better for him.

If we're looking for something flavorful, Alton is a faith healer/evangelist, so something in that vein would work exceptionally well.


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Low Wisdom and Low Charisma are even harder to quantify.

I'd like to credit the Ravenloft Player's Handbook for this:

Low Intelligence: A player with a low intelligence may seem like a cheery and friendly fellow, but has no short term memory, and can't remember anything from one minute to the next.

Low Wisdom: This character will likely have good memory, but will be unable to perform any external task, such as putting clothes on or opening doors.

Low Charisma: Low Charisma causes the character to lose all sense of the outside world and wander in a daze. Often, the character will mumble to themselves and ignore the existence of others.


Also, according to the Acrobatics rules, the DC for a surface 1-3 feet wide is 5, while 3 feet or wider is 0. If a character is at risk and their total modifier to Acrobatics is less than -1, Claxon has the right idea here. You can easily take 10 out of combat, but in combat you would likely fumble around trying to stand.


d20pfsrd wrote:
Strength: Damage to your Strength score causes you to take penalties on Strength-based skill checks, melee attack rolls, and weapon damage rolls (if they rely on Strength). The penalty also applies to your Combat Maneuver Bonus (if you are Small or larger) and your Combat Maneuver Defense. A character with a Strength score of 0 is too weak to move in any way and is unconscious. Some creatures do not possess a Strength score and have no modifier at all to Strength-based skills or checks

Strength damage doesn't impact your carrying capacity. I think this is for ease of play purposes, because recalculating encumbrance potentially several times in combat to see if you're overloaded would grind combat to a halt.


Sorry, let me clarify this a bit... the Ravenloft thing isn't houserules... we're in Ravenloft, as we recently discovered. As in, there-is-no-half-orc-only-caliban Ravenloft.

Alton's an Innocent, and Deadly Performance is subject to a powers check. Poor guy was never designed for a horror campaign.

Full Name

Kaja Timonen

Race

Half-elf

Classes/Levels

Summoner/1

Gender

Female

Size

M

Age

20

Special Abilities

Eidolon named Emiin

Alignment

CG

Deity

Desna-Goddess of freedom and luck

Location

Forest

Languages

Common, Elvish

Occupation

Crafter, Guide, Negotiator, Tracker

Strength 9
Dexterity 16
Constitution 15
Intelligence 14
Wisdom 13
Charisma 19

About Kaja Timonen

Summoner Info Site:

http://paizo.com/pathfinderRPG/prd/advanced/baseClasses/summoner.html
http://www.d20pfsrd.com/classes/base-classes/summoner
http://www.d20pfsrd.com/classes/base-classes/summoner/eidolons

NG/CG, Deity: Desna (Goddess of dreams, stars, travelers, and luck)
Languages: Common, Elvish, Speed 30ft.
Low light vision (2x effective radius of light sources)

Init +3 (DEX)

Summoner Statistics
Base Attack Bonus +0
CMB= BAB+STR= -1
CMD= BAB+STR+DEX+10= 12

Summoner DEFENSE (All AC are 10+modifiers)
AC 15, touch(dex+dodge) 13, flat-footed 12 (armor+dodge)
Leather Armour: 0 armour check penalty, 10% arcane spell failure chance.
hp 10/10 (d8 HD +2)
Fort 0-1(str), Reflex 0+3(dex), Will 2+1(wis)

Summoner OFFENSE
Melee Trowing Dagger +3 (1d4-1/19-20x2)-1 Range 30ft. BUY 2 MORE!
Range Light Crossbow +3 (1d8/19-20x2)-1 Range 80ft. SELL THIS!

Summoner Spells
-Summoner receives 1/1/1/1 bonus spells per day (increases if CHA20)
@1 Summoner knows 4 zero-level spells, 2 first-level spells.

Summon Monster I: 3+4CHA/day= 7 times.
-Riding Dog: http://paizo.com/pathfinderRPG/prd/monsters/dog.html#_dog-riding
AC13, HP13, Fort+5, Ref+5, Will+1, Bite+3(1d6+3+trip), CMB+3, +5 scent tracking.

-Eagle, attack x3: http://paizo.com/pathfinderRPG/prd/monsters/eagle.html#_eagle
AC14, HP5, Fort+3, Ref+4, Will+2, Bite+3(1d4), Clawsx2 +3(1d4), Percep+10

Spell RecoveryGM House Rule: 3hrs+lvl to recover spells. 15+spell level DC to learn a spell.

Lvl-0 Spells
Message: whisper messages and receive whispered replies. 100ft. Lasts 10min/level. 1 target/lvl. DC25 for enemies to hear.
Detect Magic Attempts to detect magic within a range of 60ft.
Daze: Humanoid creature w/ 4 or less Hit Dice takes no actions this round. DC(10+CHA+lvl)-Will save negates. Dazed=No Action. 25ft Range +5ft/2 levels.
Guidance The touched creature gets a +1 competence bonus on a single attack roll, saving throw, or skill check. Lasts 1 min. 1/min.

Lvl-1 Spells (1/day from lvl) and (1/day from CHA)
Mage Armour Conjuration: invis field grants +4AC. 1hr/level. Touch. (so self or eidolon)
Grease Conjuration. 25 range 10ft square of grease (butter). 1min/lvl. SR=No. Must make reflex save or fall (DC10+CHA+lvl). Can move through with Acrobatics 10 check, but if fail can't move (fail 5 or less= fall).

Summoner Feats
Extra Evolution: Emiin (the Eidolon) gets +1 evolution points. Can be chosen again once for every 5 levels (like improved nat armour for Emiin)
Skill Focus: Spellcraft (H-E Adaptability) +3.

lvl3:

Craft Wondrous Item: You can create a wide variety of magic wondrous items. Crafting a wondrous item takes 1 day for each 1,000 gp in its price. To create a wondrous item, you must use up raw materials costing half of its base price. See the magic item creation rules in Magic Items for more information.

Skills (4pts/level +1 if not taking an additional hp)(last listed number is skill rank)
-Perception 1+2+0 (perceiving literally anything around you)
-Spellcraft (C) 2+3+4 (used to detect spell use, identify magic items, CRAFT magic items)(when 10 ranks skill focus gives additional +3)
-Use Magic Device (C) 1+4+4 (use magic items)(1 bonus from Dangerously Curious Trait)
-Diplomacy (C) 4+4 (persuade others to agree with your arguments, resolve differences, and to gather valuable information or rumors from people)
-Bluff (C) 4+0 (deceive someone, send secret messages)
-Knowledge (Nature) 2+4 (animals, fey, monstrous humanoids, plants, seasons and cycles, weather, vermin)
-Acrobatics 3+0 (Move through threatened square DC vs Enemy CMD)
-Linguistics (C) 2+0 (learn languages, create/detect forgeries)
-Handle Animal (C) 4+0 (simple commands at around DC20).

GM Monetary Exchange: 10 copper to silver, 100 silver to gold.

Equipment Backpack, bedroll, waterskin, belt pouches x3 with spell components. 126g, 270s, 10c.

Special Abilities
Life Link: Link to eidoleon. If would be sent back to plane, summoner can sac HP to keep it at at 1+hp so it keeps fighting.
Comlink: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 Emiin at any time.
Share Spell: may cast a spell with a target of “you” on his eidolon (as a spell with a range of touch) instead of on himself

lvl2:
Bond Senses: Starting at 2nd level, a summoner can, as a standard action, share the senses of his eidolon, hearing, seeing, smelling, tasting, and touching everything the eidolon does.

XP: 1450 / 2000

Z: Crafting Magic Items:
http://paizo.com/pathfinderRPG/prd/magicItems/magicItemCreation.html

Z: Wants for the Future:

-Extra Evolution point (+1, available at level 5)
-1 wand of lesser rejuvenate Eidolon
-1 wand of mage armour
-1 wand of shield (for Emiin, stacks with mage armour)
-1 lesser rod of Extend Spell. Need extended spells.
-Leadership feat @ lvl7 (if not banned, to help carry stuff and defend her, I assume she'll only be allowed to have one follower> Jharek?)

GM: Kaja Eskoya's Backstory:

Basically I just tried to weave the Goddess Desna's themes, if you will, into her backstory along with her campaign trait. Seems like fun.
"Desna teaches her followers to indulge their desires, experience
all they can, and trust instinct as a guide. Her followers are
often wide-eyed, exuberant people, embracing the world in all its
strangeness, and willing to jump in with both feet. Desnans aren’t
afraid to get their hands dirty, their feet wet, or their knuckles (or
faces) bloodied while living life to its fullest. Critics call them
hedonists, but that is an exaggeration, as worldly experience,
rather than pure sensation, is their true goal."

Current:
Kaja is similar to the goddess Desna. She has a desire to travel, to adventure, to see, to experience, to love. Her carefre attitude is tempered by her experience, and she can be as cold as iron when she needs to be. In Varisia, she is a sometimes impudent magical item crafter, a guide, a negotiator, a tracker. Multi-talented, she has needed to depend on her strength of mind and her craftiness in order to survive the vicious wilds of Varisia (or so she lets people believe). Most people wonder how she goes out into the woods and comes back alive, but it doesn't surprise her. She is a quick thinker and is always diplomatic when trying to diffuse tension. She typically only keeps Emiin around when she is leaving town. Usually Jharek is around to help her out with carrying things and being part of contract negotiations (he looks strong, so people take her offers more seriously). He's cute but she's not really interested in him at the moment. Who knows about the future. She'll see how he performs. She is dangerously curious about all things. If she hears a rumour she will want to know the truth of the matter. She likes to be kept in the loop, and is ravenous for new experiences, for intelligent conversation, for new discoveres (especially magical items). She doesn't enjoy being alone, so often keeps Jherek around when she can't have Emiin around (who is sarcastic and fun and extremely perceptive).

As a child her parents lived in Magnimar
(http://pathfinder.wikia.com/wiki/Magnimar) in the Bridgeward district (http://pathfinder.wikia.com/wiki/Bridgeward). It is the district where clever artisans lived, but her parents worked at the golemworks. They did it to make money as they could create extremely expensive golems for their rich patrons while taking enough time for travel and for their own arcane pursuits. Both of her parents prayed whenever they passed a shrine to Desna, but her love of the goddess came from her own experiences and not from reasons of nostalgia or practicality. Her mother was a magical item craftsman who sold `flawed`items (imperfect because of Kaja`s tampering) to those who would otherwise be unable to afford them. Her mother's passion was for new discoveries and improvement. If she discovered a new magical item, she would try to improve it. She saw discovery and experimentation and curiosity as keys to improvement, and improvement as a good in and of itself as it would lead to the world being better for all (I know, melodramatic a bit).

Kaja was always curious about the things her parents were crafting, and sometimes tried to help (often with consequences that only her intelligence and quick thinking allowed her to escape). With her parents growing older, they have settled down in to ply their wares and enjoy a few years of relative quiet while their daughter is off in the world. They don`t move as quickly as they once did, but still they revel in the stories her daughter brings home of adventure, magic, intrigue, etc etc.

Kaja has lost many friends over the years, many who were doing the right thing to help a friend in need, and others on adventures. It saddens her, but death is a part of life, and she is always optimistic for the future. She is a utilitarian at heart> if she can do something that will make someone else (or multiple people) happy (and it will create conflict or danger for herself>bringing about new experiences) then she probably will. She's a sweet talker and can get herself out of danger fairly well, but sometimes she is impulsive and her curiosity is her most dangerous trait.

It was her curiosity that eventually led her to experimentation with the summoning of creatures from other planes. The first time she did it her parents' workshop was nearly destroyed and only a sophisticated array of countermeasures kept her alive. Her parents were smart enough to know that she wasn't going to stop, so they helped prepare her as best they could (not their specialty, but they meant well) and eventually she summoned Emiin. In her teenaged years, she discovered how useful he could be when two goblins tried to ambush her. They failed. Emiin enjoys her sometimes brazen nature and insatiable desire for new experiences and, despite being more than slightly upset that he rarely gets to ride along with her while in town, he chose to stick around as other summoners who summoned him were never quite as exciting.

Dangerously Curious Trait +1 to UMD.
https://sites.google.com/site/pathfinderogc/traits/magic-trait/dangerously- curious

Deity:
Desna is an impulsive and aloof goddess who delights in freedom, discovery, and mystery. Her aloofness stems not from arrogance but from confidence in her own abilities and her desire to be unburdened by troubles. a traveler who cares nothing for her destination, a carefree creature of instinct haunted by a past stretching back eons, and a peaceful deity forced to battle with old enemies, eternally young despite the weight of ages and stars upon her.
Some believe Desna is flighty, frivolous, and easily distracted, but she has a hard, cold side that few see, born of loss, tragedy, and battle. As a luck goddess, she always believes there is a chance for success. Her followers are often wide-eyed, exuberant people who embrace the world in all its strangeness, and are willing to jump in with both feet. Desnans aren’t afraid to get their hands dirty while living life to its fullest. Critics call them hedonists, but that is an exaggeration, as worldly experience is their true goal.

* * * *

Emiin Eidoleon Quadruped (Trustworthy/confident in turkish)
Init +2 (DEX), Senses Perception +4
Speed 40ft because quadruped. SizeM
Darkvision 60ft Can see in the dark. =)

Ability Scores Str 14, Dex 14, Con 13, Int 7, Wis 10, Cha 11
Base Atk +1; CMB +3(BAB+STR); CMD +15 (BAB+STR+DEX+10)

Eidoleon Defense
AC 16, touch 16, flat-footed 12 (nat armour +2, improved nat armour +2)
hp 11/11 (1d10 HD +1)
Fort(Str) +1, Reflex(Dex) +2, Will(Wis) +0

Eidoleon Attacks
Pounce Allows 80ft 'charge' with full attack (bite, claws x2)
Power Attack Can take -1 for +2dmg. Doubles at BaB +5.
Bite Natural Attack +3 (1d6+2)
Claws Natural Attack x2 +3 (1d4+2) 5ft Reach for AoOs.

Eidoleon Feats: Power Attack (doubles at BAB +5)

wanted feats:

Lvl3-Combat reflexes (more AoOpportunity), get reach evolution for claws. All of these work well with bite/trip Eidolon too.
Lvl6-Improved Natural Attack (BAB +4, monster feat) Increases dice size for an attack. The same as Improved damage (claws) would do.
Lvl9-Lunge (BAB +7) increase reach by 5ft for -2 AC.

Eidoleon Skills
Perception (C-Wis)4+0
Bluff (C-Cha)+0
Sense Motive (C-Wis)+0
Climb (C-STR)+6
Swim (C-Str)+6
Survival (C-WIS) +4
Stealth (C-Dex)+4
Fly (C-Dex)+0

Free Evolutions: Bite, limbs (legs)(2).
Gains +1/4 levels because of half-elf favoured class option.

Evolutions:
Claws (1pt), Improved Dmg Claws (1pt), Pounce (1pt), Improved Nat Armour (1pt, +2 armour)

level 2:
Str boost +2(1pt)

level 3:
Feat, Reach claws (1pt)

level 4:
H-E evo point bonus

level 5:
Extra evo from Kaja? Improved Natural Attack feat (same effect as improved damage)

level 8:
Large (4 pts)

Biter switch at lvl 5:

So at level 1 it would take. Reach (bite), skill focus perception, and improved damage bite. Feat= power attack. +2 (1d8+4). Yuck.
Need: ability increase (Strength)(2pts), Trip (Bite)(2pts), and large (4pts, at lvl 8). Maybe add a second head with another bite attack? at level 8.

Base Form: Quadruped or Biped
Evolutions: Bite, Improved Bite, Improved Damage (Bite), Reach (Bite), Ability Increase (Strength), Trip (Bite), Poison (Bite)
Feats: Power Attack, Weapon Focus (Bite), Improved Natural Attack, Combat Reflexes/Lunge,

* * * *

Blessed is the long road, the destination, the homeward path, and all who make the journey. Let each dream be a bright star in the night sky of your mind, and let it light your path in the day. Do not be troubled if your dream falters, for there are countless stars in the sky and
countless dreams to experience—pick a new one and change your course.
—Prayer to Desna, carved on the wood of Riverrook Shrine near Magnimar