Vigliv

Angharen's page

1 post. Alias of Oceanshieldwolf.


Full Name

Angharen Auilassanathahn

Classes/Levels

Eidolon: HP 14/14; AC 13/T 11/FF 12; Fort +3/Ref +1/Will +2; Init +1; CMB +4; CMD 15; Per +4; Spd 30ft

Gender

Resistance (fire) 5

Special Abilities

Darkvision, Link,

Strength 16
Dexterity 12
Constitution 13
Intelligence 7
Wisdom 10
Charisma 11

About Angharen

Angharen's Personality:
Angharen is proud. Angharen is haughty. Angharen is powerful. Angharen is dominant. Angharen is arrogant. Angharen is magnificent.

All of these are true, either in reality or Angharen's capricious mind. She is a Kami, a forest spirit. She is also one of the select "gods" of old Sarkoris, and was for generations a servant of the world, and Sarkoris through their ministrations of druidcraft, healing and custodianship of the wilderlands. For centuries she has been dormant, only now to be called to serve this...Skow. An untried and uninitiated youth. Who knows not the forests of her past, nor the privelege he carries by her binding. Still, he is not as stupid as she says he is, and his heart is kind and strong. In time she might make something of him. For now, she taunts and teases and keeps him in his place...

Angharen's Physical Description:

Angharen is a thin plant-like humanoid, strong and supple - her sexual organs underdeveloped to almost non-existent. Her skin is green-brown and striated with ridges and pocked with whorls and knots. Her "hair" is leafy and viny. At 7 feet in height, she is commanding and looks down on most mortal humanoids.

Kami Eidolon:
Kami eidolons are spirits of nature bound to an unchained summoner. They seek to protect their wards, but because of their summoner’s bond, they have more flexibility choosing their wards than most of their kind.

Alignment: Any non-evil. Kami eidolons do not have an alignment subtype, instead having the native subtype.

Base Form: Biped (limbs [arms], limbs [legs], slam).

Base Evolutions: At 1st level, a kami eidolon gains the resistance (fire) evolution and the 4-point weapon training evolution (proficiency in martial weapons).

At 4th level, a kami eidolon gains acid resistance 10 and cold resistance 10.

At 8th level, a kami eidolon can declare a ward once per day as a standard action. Its ward must be an object, a plant, or a creature with an Intelligence score of 2 or less, and the ward maintains the designation for 1 hour. So long as a kami eidolon is within 60 feet of its ward, it and its ward gain a +2 sacred bonus on saving throws.

At 12th level, a kami eidolon gains the 4-point version of the fast healing evolution and the merge with ward ability (as the kami subtype ability). A kami eidolon automatically emerges from its ward if they are merged when that object or creature ceases to be the eidolon’s ward.

At 16th level, kami eidolons are immune to bleed, mind-affecting, petrification, and polymorph effects.

At 20th level, a kami eidolon increases the fast healing from its fast healing evolution by 2 points whenever it is within 30 feet of its ward; while the kami is merged with its ward, the ward gains the same amount of fast healing.

Biped: Size Medium; Speed 30 ft.; AC +2 natural armor; Saves Fort (good), Ref (poor), Will (good); Attack 2 claws (1d4); Ability Scores Str 16, Dex 12, Con 13, Int 7, Wis 10, Cha 11.

Alignment N; Outsider
Init +1; Senses Darkvision 60ft
Perception +4

DEFENSE
AC 13, touch 11, flat-footed 12 (+1 Dex, +2 Natural, +0 size)
hp 14 (1d10 + 1 + 3)
Fort +3; Ref +1; Will +2
Defensive Abilities -
Immune -

OFFENSE
Speed 30 ft.
Melee Earthbreaker +4, 2d6 + 4 or 2 claws +4, 1d4+3; slam +4, 1d6 + 3 (+1 BAB, +3 Str)
Space 5ft., Reach 10ft

*************************************************************************** ******************************

STATISTICS
Str 16, Dex 12, Con 13, Int 7 Wis 10, Cha 11
Base Atk +1; CMB +4; CMD 15
Feats Toughness

Skills xx ranks
The following skills are class skills for eidolons: Bluff (Cha), Craft (Int), Knowledge (planes) (Int), Perception (Wis), Sense Motive (Wis), and Stealth (Dex).

In addition, at 1st level, the summoner can choose 4 additional skills to be class skills for his eidolon. Note that eidolons with a fly speed receive Fly (Dex) as a free class skill, even if they do not gain a fly speed until a later level.

Added: Acrobatics, Intimidation, Knowledge (history), Survival

Knowledge (history) 1r +2
Perception 1r +4
Intimidate xr +x
Survival xr +x
Acrobatics 1r +5
Climb xr +x
Swim xr +x
Sense Motive xr +x
Stealth 1r +5

SQ
Evolutions:

Free:
Biped (limbs [arms], limbs [legs], slam).

Resistance (Fire): Resistance (Ex): The eidolon’s form takes on a resiliency to one particular energy type, which is usually reflected in its physical body (ashen hide for fire, icy breath for cold, and so on). Select one energy type (acid, cold, electricity, f ire, or sonic). The eidolon gains resistance 5 against that energy type. This resistance increases by 5 for every 5 levels the summoner possesses, to a maximum of 15 at 10th level. This evolution can be selected more than once. Its effects do not stack. Each time the eidolon selects this evolution, it applies to a different energy type.

Weapon Training (Ex): The eidolon learns to use a weapon, gaining Simple Weapon Proficiency as a bonus feat. If 2 additional evolution points are spent, it gains proficiency with all martial weapons as well.

1-point Evolution:
Magic Attacks (Su): The eidolon is infused with magic, allowing it to treat all of its natural attacks as if they were magic for the purpose of overcoming damage reduction. If the summoner is 10th level or higher, all of the eidolon’s natural attacks are treated as the alignment of the eidolon for the purpose of overcoming damage reduction.

SPECIAL ABILITIES
Darkvision (Ex)
The eidolon has darkvision out to a range of 60 feet.

Link (Ex)
A 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 his eidolon at any time. In addition, magic items interfere with the summoner’s connection to his eidolon. As a result, the summoner and his eidolon share magic item slots. For example, if the summoner is wearing a ring, his eidolon can wear no more than one ring. In case of a conf lict, the items worn by the summoner remain active, and those used by the eidolon become dormant. The eidolon must possess the appropriate appendages to utilize a magic item.

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.