Lem

Borem Falnotas's page

7 posts. Alias of Brian Baird 35.


Race

halfling

Classes/Levels

summoner, master summoner

Gender

Male

Size

Small

Age

20

Alignment

CG

Languages

Common, halfing, elven

Strength 8
Dexterity 16
Constitution 14
Intelligence 12
Wisdom 13
Charisma 16

About Borem Falnotas

hp 10
ac 17 (3 armor 3 dex 1 size)

total base stat mis
fort 4 0 2 2
ref 4 0 3 1
will 4 2 1 1

Melee morning star +0 1d6 x2 B and P
Ranged Sling +4 1d3 x2 50 feet B

skills 4 points 1 from favored class
rank, class, ability, miss1 miss 2 total
bluff 0 0 3 2 =5
perception 1 3 1 3= 8
stealth 1 3 4=8
ride 1 3 3 =7
slight of hand 1 3 3 2=9

ability and spells:

race stuff
Fearless: Halflings receive a +2 racial bonus on all saving throws against fear. This bonus stacks with the bonus granted by halfling luck.
Halfling Luck: Halflings receive a +1 racial bonus on all saving throws.

Weapon Familiarity: Halflings are proficient with slings and treat any weapon with the word “halfling” in its name as a martial weapon.

Keen Senses: Halflings receive a +2 racial bonus on Perception checks.

Shiftless Halflings have a reputation for larceny and guile—and sometimes it's well deserved. Halflings with this racial trait gain a +2 racial bonus on Bluff and Sleight of Hand checks, and Sleight of Hand is always a class skill for them. This racial trait replaces sure-footed.

feat Well-Prepared

Benefit: Once per day, when confronted with a situation that calls for a particular mundane item of equipment, you may make a Sleight of Hand check with a DC of 10 plus the item’s cost in gold pieces to “happen” to have such an item on your person. For example, having a crowbar would be DC 12, whereas a flask of acid would be DC 20. The item must be something you can easily carry—if you are on foot and have only a backpack, for example, you could not have a large iron cauldron. You cannot have magical items using this feat, nor can you have specific items, such as the key to a particular door. If you are stripped of your equipment or possessions, you lose the benefits of this feat until you have at least a day to resupply and “acquire” new items. You must pay of these items normally.

trait campaign friend of family +1 perception and it is class, +1 to attack anyone attacking koya
race, helpful +4 for aid another action rather then +2
Campain, rostlander +1 fort

summoner stuff
Summoners are proficient with all simple weapons. Summoners are also proficient with light armor.

eidolon

Life Link (Su)

Starting at 1st level, a summoner forms a close bond with his eidolon. Whenever the eidolon takes enough damage to send it back to its home plane, the summoner can, as a free action, sacrifice any number of hit points. Each hit point sacrificed in this way prevents 1 point of damage done to the eidolon. This can prevent the eidolon from being sent back to its home plane.

In addition, the eidolon and the summoner must remain within 100 feet of one another for the eidolon to remain at full strength. If the eidolon is beyond 100 feet but closer than 1,000 feet, its current and maximum hit point totals are reduced by 50%. If the eidolon is more than 1,000 feet away but closer than 10,000 feet, its current and maximum hit point totals are reduced by 75%. If the eidolon is more than 10,000 feet away, it is immediately returned to its home plane. Current hit points lost in this way are not restored when the eidolon gets closer to its summoner, but its maximum hit point total does return to normal.

Summoning Mastery (Sp)

Starting at 1st level, a master summoner can cast summon monster I as a spell-like ability a number of times per day equal to 5 + his Charisma modifier. The summoner can use this ability when his eidolon is summoned. Only one summon monster spell may be in effect while the eidolon is summoned. If the summoner’s eidolon is not summoned, the number of creatures that can be summoned with this ability is only limited by its uses per day. This ability otherwise functions as the summoner’s normal summon monster I ability. Other than these restrictions, there is no limit to how many summon monster or gate spells the summoner can have active at one time.

This ability replaces the summoner’s normal summon monster I ability and shield ally.

Augment Summoning

At 2nd level, a master summoner gains Augment Summoning as a bonus feat. He does not have to meet any requirements for this feat.

This ability replaces bond senses.

spell stuff
spells known
0 detect magic, guidance, mage hand, Open Close,

1 Grease, Rejuvenate Eidolon Lesser,

spells per day
0-
1 2

gear:

armor wooden ac 3 max dex 3 apc 1 gold 20 weight 12.5

morning star 1d6 x2 p and b 3 lbs 8 gold

sling 1d3 x2 50 feet
20 sling bullits 5 lbs 2 sliver
saddle bags and riding saddle 10 gold 25 lbs
4 gold 8 lbs for bags
spell components pouch 5 gold 1 lbs
water skin 1 gold 2 lbs

18 gold


Eidolon:

Wolfy
Quadruped

Starting Statistics

Size Medium; Speed 40 ft.;
Attack bite (1d6);
Ability Scores Str 14, Dex 14, Con 13, Int 7, Wis 10, Cha 11

Free Evolutions

bite, limbs (legs) (2).
evulotion points 3
1 point mount
1 point skilled perception
1 point claws 1d4 primary

Darkvision, link, share spells

ranks 6
skills rank class ability miss
escape artist 1 3 2= 6
perception 1 3 0 8 3=14
survival 1 3 0=4
stealth 1 3 2= 6
feat skill focus perception

total base stat
fort 3 2 1
ref 4 2 2
will 0 0 0

hp 1d10+1
ac 14 (2 dex, 2 nat)

attack +3 Bite 1d6+3
full attack +3 bite 1d6+2, 2 claws 1d4+2

background:

background
looks, Short blond hair, slightly dirty clothing, from time traveling, he has a bright smile that always seems to be on him.

personality
Cheerful to a fault he looks at every situation and sees how it could be worse and is happy that it is not. he likes to play tricks and have fun with his pet and best friend when ever he can.

background. Growing up in the rostland plains, he started to cry when a a wolf looking creature came out of smoke, and lead him home. His parents were scared for his safety and took him from the strange looking wolf, after they took Borem inside the wolf vanished.

As the years passed Borem learned what the wolf was, and he learned to control his own powers to bring it to this world, as well as bringing other "friends" along as well, they would not stay long but he enjoyed the time that he could spend with such creatures. He learned a new place in the the farmstead when he finally mastered his ability to bring his wolf friend to this world, that of a scout, To help the community be aware of outlining dangers, He was filled with so much pride in himself when he was able to be of use to the community rather then just sitting around doing normal chores. He found out about the charter and wants to see how he can help Rostland in an even bigger way then he has thus far.