Olvan

Calathes The Summoner's page

16 posts. Organized Play character for Spencer Ramirez.


Full Name

Calathes Rudure

Race

Half Elf

Classes/Levels

Summoner lvl 12

Gender

Male

Size

Medium

Alignment

Neutral/Good

About Calathes The Summoner

Calathes's Appearance
Calathes wears a nice set of traveling clothing that also has parts of a courtier's outfit. He has a signet ring and a silver necklace with a decent size emerald set into the pendant. He also carries a large bag that looks like it has many items within. And the weapons he carries are few, only a nice Darkwood Crossbow and a dagger. But the reason for such few weapons is his partner he is with...

Crimson's Appearance
And this creature with Calathes looks like a medium sized dragon, but with the emblem on its forehead, with the right knowledge, you know it is an outsider, a eidolon formed from planar energies and molded by Calathes. With a body of red, with white stripes going along its back and a fully white belly. Has fearsome teeth, claws, wings, and a tail to assault enemies with.

Calathes Stats, unbuffed:

Calathes Rudure
Male Half-Elf Summoner 12
NG Medium humanoid (elf, human)
Init +9; Senses bond senses, low-light vision; Perception +2
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Defense
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AC 19, touch 13, flat-footed 16 (+6 armor, +3 Dex)
hp 99 (12d8+36)
Fort +10, Ref +10, Will +11; +2 vs. enchantments
Defensive Abilities shield ally; Immune sleep; Resist shield ally
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Offense
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Speed 30 ft.
Melee dagger +10/+5 (1d4+1/19-20)
Ranged darkwood light crossbow +13/+8 (1d8/19-20)
Spell-Like Abilities (CL 12th; concentration +17)
. . 8/day—summon monster
Summoner Spells Known (CL 12th; concentration +17):
4th (4/day)—hold monster (DC 19), mass bear's endurance, mass cat's grace, overland flight
3rd (5/day)—black tentacles, communal resist energy, dispel magic, mass enlarge person (DC 18)
2nd (6/day)—blur, bull's strength, cat's grace, haste, lesser restore eidolon (DC 18)
1st (7/day)—ant haul (DC 16), enlarge person (DC 16), grease (DC 17), protection from evil, shield, unseen servant
0 (at will)—acid splash, detect magic, guidance, light, read magic, resistance
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Statistics
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Str 12, Dex 16, Con 16, Int 14, Wis 10, Cha 20
Base Atk +9; CMB +10; CMD 23
Feats Augment Summoning, Improved Initiative, Point-Blank Shot, Precise Shot, Rapid Reload, Skill Focus (Handle Animal), Spell Focus (conjuration)
Traits classically schooled, elven reflexes
Skills Diplomacy +17, Handle Animal +26, Knowledge (arcana) +6, Knowledge (dungeoneering) +6, Knowledge (engineering) +6, Knowledge (geography) +6, Knowledge (history) +6, Knowledge (local) +6, Knowledge (nature) +6, Knowledge (nobility) +6, Knowledge (planes) +6, Knowledge (religion) +6, Linguistics +10, Perception +2, Spellcraft +10, Use Magic Device +11; Racial Modifiers +2 Perception
Languages Aquan, Auran, Celestial, Common, Draconic, Elven, Goblin, Ignan, Terran
SQ arcane training, eidolon link, elf blood, life link, maker's call, share spells with eidolon
Combat Gear gloves of the commanding conjurer, potion of cure light wounds (8), potion of cure moderate wounds (4), potion of fly, potion of water breathing, silversheen crossbow bolts (50), wand of cure critical wounds, wand of cure light wounds (50 charges), wand of mage armor (50 charges), wand of rejuvenate eidolon, lesser (50 charges), wand of shield (50 charges), wayfinder, shining; Other Gear +2 mithral chain shirt, crossbow bolts (25), dagger, darkwood light crossbow, belt of physical might (dex & con +2), cloak of resistance +3, handy haversack, headband of mental prowess (int & cha +2), ioun stone (clear spindle), ring of sustenance, chest, huge, climber's kit, courtier's outfit, grappling hook, ink, black (2), inkpen (2), journal (2), measuring cord (10 ft.) (2), paper (10), powder (2), rope, jewelry, spell component pouch, trail rations (4), 14,633 gp
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Special Abilities
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Arcane Training +1 CL for spell trigger/completion items for favored class, or use them as if 1st level.
Augment Summoning Summoned creatures have +4 to Strength and Constitution.
Bond Senses (12 rounds/day) (Ex) As a standard action, you can share Eidolon's senses while on same plane.
Eidolon Link (Ex) Mental link allows communication over any distance, but share magic item slots.
Elf Blood Half-elves count as both elves and humans for any effect related to race.
Elven Immunities - Sleep You are immune to magic sleep effects.
Farmstead (1 @ 553.16 lbs) Can use Handle Animal for Day Job rolls.
Gloves of the commanding conjurer Summoned creatures understand you as though share your language.
Greater Shield Ally (+4 AC/Saves, +2 for allies) (Ex) +4 AC and save when within Eidolon's reach. Allies gain +2.
Ioun stone (clear spindle) Sustains bearer without food or water.
Life Link (Su) Damage that dismisses Eidolon can be taken by you. It weakens if not in 100 ft.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Maker's Call/Transposition (2/day) (Su) Eidolon teleports to an adjacent square or you switch places, as dimension door.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Rapid Reload (Light crossbow) You can reload fast with one type of Crossbow or Firearm.
Ring of sustenance Immune to hunger and thirst, and only sleep two hours a night.
Share Spells with Eidolon (Ex) Your spells ignore type restrictions for Eidolon and it can recieve your personal spells.
Spell Focus (Conjuration) Spells from one school of magic have +1 to their save DC.
Summon Monster VI (8/day) (Sp) Standard action summon lasts minutes, but only 1 active at a time and can't use with eidolon.
Wand of cure light wounds (50 charges) Add this item to create a wand of a chosen spell.
Wand of mage armor (50 charges) Add this item to create a wand of a chosen spell.
Wand of rejuvenate eidolon, lesser (50 charges) Add this item to create a wand of a chosen spell.
Wand of shield (50 charges) Add this item to create a wand of a chosen spell.

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Crimson
Male Quadruped
NG Medium outsider
Init +5; Senses darkvision 60 ft.; Perception +12
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Defense
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AC 33, touch 15, flat-footed 28 (+5 Dex, +18 natural)
hp 73 (+27)
Fort +8, Ref +11, Will +3 (+4 morale bonus vs. Enchantment spells and effects)
Defensive Abilities evasion
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Offense
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Speed 40 ft., climb 40 ft., fly 40 ft. (good)
Melee bite +10 (1d6+15) Plus Trip and
. . 2 claws +10 (1d6+10) and
. . tail slap +8 (1d6+5)
Special Attacks rend (2 claws, 1d6+6)
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Statistics
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Str 19, Dex 21, Con 14, Int 8, Wis 10, Cha 11
Base Atk +9; CMB +10; CMD 28 (32 vs. trip)
Feats Combat Reflexes, Multiattack, Power Attack, Rending Claws, Rending Fury, Toughness
Skills Acrobatics +9 (+11 to balance, +13 jump), Bluff +4, Climb +17, Escape Artist +6, Fly +21, Knowledge (planes) +5, Perception +12, Sense Motive +6, Stealth +12, Survival +2, Swim +8; Racial Modifiers tail
Languages Common
SQ devotion, magic attacks, multiattack / extra attack, pounce
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Special Abilities
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Climbing (40 feet) You have a Climb speed.
Combat Reflexes (6 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Devotion +4 (Ex) +4 morale bonus on Will Saves vs. Enchantments.
Evasion (Ex) No damage on successful reflex save.
Flight (40 feet, Good) You can fly!
Magic/Aligned Attacks (Ex) Your natural attacks are magic and share your alignment.
Multiattack / Extra Attack Multiattack or second attack with primary weapon at a -5 penalty.
Pounce (Ex) You can make a full attack after a charge.
Power Attack -3/+6 You can subtract from your attack roll to add to your damage.
Rending Claws If you hit a foe with 2 claw attacks in a turn, add 1d6 precision damage to the second hit.
Rending Fury Need half the normal number of attacks to deal rend damage
Tail (Ex) Tail grants +2 Acrobatics checks for balance.
Trip (Ex) You can make a trip attempt on a successful attack.

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Seneschal - Maxwell Goodluck - (with statblock)
Male Human (Taldan) Expert 1
NG Medium humanoid (human)
Init +0; Senses Perception +5
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Defense
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AC 10, touch 10, flat-footed 10
hp 8 (1d8)
Fort +0, Ref +0, Will +3
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Offense
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Speed 30 ft.
Melee unarmed strike +0 (1d3)
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Statistics
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Str 10, Dex 10, Con 10, Int 10, Wis 12, Cha 10
Base Atk +0; CMB +0; CMD 10
Feats Endurance, Improved Unarmed Strike
Skills Appraise +4, Diplomacy +4, Handle Animal +4, Heal +5, Perception +5, Perform (string instruments) +4, Profession (cook) +5, Profession (farmer) +5
Languages Common
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Special Abilities
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Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.

Calathes Fully Self Buffed Stats:

Calathes Rudure
Male half-elf summoner 12 (Pathfinder RPG Advanced Player's Guide 54)
NG Medium humanoid (elf, human)
Init +10; Senses low-light vision; Perception +2
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Defense
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AC 24, touch 14, flat-footed 20 (+6 armor, +4 Dex, +4 shield)
hp 111 (12d8+48)
Fort +11, Ref +11, Will +11; +2 vs. enchantments
Defensive Abilities greater shield ally; Immune sleep
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Offense
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Speed 30 ft., fly 40 ft. (average)
Melee dagger +10/+5 (1d4+1/19-20)
Ranged darkwood light crossbow +14/+9 (1d8/19-20)
Special Attacks maker's call 2/day, transposition
Summoner Spell-Like Abilities (CL 12th; concentration +17)
. . 8/day—summon monster VI
Summoner Spells Known (CL 12th; concentration +17)
. . 4th (4/day)—mass bear's endurance, mass cat's grace, hold monster (DC 19), overland flight
. . 3rd (5/day)—black tentacles, dispel magic, greater magic fang, communal resist energy[UC]
. . 2nd (6/day)—blur, bull's strength, cat's grace, haste, lesser restore eidolon[UM] (DC 18)
. . 1st (7/day)—ant haul[APG] (DC 16), enlarge person (DC 16), grease, protection from evil, shield, unseen servant
. . 0 (at will)—acid splash, detect magic, guidance, light, read magic, resistance
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Statistics
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Str 12, Dex 18, Con 18, Int 14, Wis 10, Cha 20
Base Atk +9; CMB +10; CMD 24
Feats Augment Summoning, Improved Initiative, Point-blank Shot, Precise Shot, Rapid Reload, Skill Focus (Handle Animal), Spell Focus (conjuration)
Traits classically schooled, elven reflexes
Skills Diplomacy +17, Handle Animal +26, Knowledge (arcana) +6, Knowledge (dungeoneering) +6, Knowledge (engineering) +6, Knowledge (geography) +6, Knowledge (history) +6, Knowledge (local) +6, Knowledge (nature) +6, Knowledge (nobility) +6, Knowledge (planes) +6, Knowledge (religion) +6, Linguistics +10, Perception +2, Spellcraft +10, Use Magic Device +11; Racial Modifiers +2 Perception
Languages Aquan, Auran, Celestial, Common, Draconic, Elven, Goblin, Ignan, Terran
SQ arcane training, bond senses (12 rounds/day), eidolon (named Crimson), elf blood, life link
Combat Gear gloves of the commanding conjurer, potion of cure light wounds (8), potion of cure moderate wounds (4), potion of fly, potion of water breathing, silversheen crossbow bolts (50), wand of cure critical wounds, wand of cure light wounds (50 charges), wand of lesser rejuvenate eidolon (50 charges), wand of mage armor (50 charges), wand of shield (50 charges), wayfinder, shining; Other Gear +2 mithral chain shirt, crossbow bolts (25), dagger, darkwood light crossbow, clear spindle ioun stone, belt of physical might +2 (Dex, Con), cloak of resistance +3, handy haversack, headband of mental prowess +2 (Int, Cha), ring of sustenance, chest, huge, climber's kit, courtier's outfit, grappling hook, hemp rope (50 ft.), ink, black (2), inkpen (2), jewelry, journal (2), measuring cord (10 ft.) (2), paper (10), powder (2), spell component pouch, trail rations (4), 14,633 gp
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Special Abilities
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Arcane Training +1 CL for spell trigger/completion items for favored class, or use them as if 1st level.
Augment Summoning Summoned creatures have +4 to Strength and Constitution.
Bond Senses (12 rounds/day) (Su) As a standard action, you can share Eidolon's senses while on same plane.
Elf Blood Half-elves count as both elves and humans for any effect related to race.
Elven Immunities - Sleep You are immune to magic sleep effects.
Farmstead (1 @ 260.5 lbs) Can use Handle Animal for Day Job rolls.
Flight (40 feet, Average) You can fly!
Gloves of the commanding conjurer Summoned creatures understand you as though share your language.
Greater Shield Ally (+4 AC/Saves, +2 for allies) (Ex) +4 AC and save when within Eidolon's reach. Allies gain +2.
Ioun stone (clear spindle) Sustains bearer without food or water.
Life Link (Su) Damage that dismisses Eidolon can be taken by you. It weakens if not in 100 ft.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Maker's Call/Transposition (2/day) (Su) Eidolon teleports to an adjacent square or you switch places, as dimension door.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Rapid Reload (Light crossbow) You can reload fast with one type of Crossbow or Firearm.
Ring of sustenance Immune to hunger and thirst, and only sleep two hours a night.
Spell Focus (Conjuration) Spells from one school of magic have +1 to their save DC.
Summon Monster VI (8/day) (Sp) Standard action summon lasts minutes, but only 1 active at a time and can't use with eidolon.
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Crimson
Male quadruped
NG Large outsider
Init +6; Senses darkvision 60 ft.; Perception +12
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Defense
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AC 43, touch 17, flat-footed 37 (+4 armor, +2 deflection, +6 Dex, +18 natural, +4 shield, -1 size)
hp 91 (+45)
Fort +12, Ref +14, Will +5 (+4 morale bonus vs. Enchantment spells and effects)
Defensive Abilities evasion
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Offense
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Speed 40 ft., climb 40 ft., fly 40 ft. (average)
Melee bite +13 (1d8+20) Plus Trip, 2 claws +13 (1d8+14), tail slap +11 (1d8+7)
Space 10 ft.; Reach 10 ft.
Special Attacks rend (2 claws, 1d8+11)
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Statistics
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Str 25, Dex 23, Con 18, Int 8, Wis 10, Cha 11
Base Atk +9; CMB +14; CMD 35 (can't be tripped)
Feats Combat Reflexes, Power Attack, Rending Claws[APG], Rending Fury[UC], Toughness
Skills Acrobatics +10 (+12 to balance, +14 to jump), Bluff +4, Climb +20, Escape Artist +7, Fly +16, Knowledge (planes) +5, Perception +12, Sense Motive +6, Stealth +9, Survival +2, Swim +11
Languages Common
SQ devotion, multiattack / extra attack
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Special Abilities
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Climbing (40 feet) You have a Climb speed.
Combat Reflexes (7 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Devotion +4 (Ex) +4 morale bonus on Will Saves vs. Enchantments.
Evasion (Ex) No damage on successful reflex save.
Flight (40 feet, Average) You can fly!
Magic/Aligned Attacks (Ex) Your natural attacks are magic and share your alignment.
Multiattack / Extra Attack Multiattack or second attack with primary weapon at a -5 penalty.
Pounce (Ex) You can make a full attack after a charge.
Power Attack -3/+6 You can subtract from your attack roll to add to your damage.
Rending Claws If you hit a foe with 2 claw attacks in a turn, add 1d6 precision damage to the second hit.
Rending Fury Need half the normal number of attacks to deal rend damage
Tail (Ex) Tail grants +2 Acrobatics checks for balance.
Trip (Ex) You can make a trip attempt on a successful attack.

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Seneschal - Maxwell Goodluck - (with statblock)
Male human (Taldan) expert 1
NG Medium humanoid (human)
Init +0; Senses Perception +5
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Defense
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AC 10, touch 10, flat-footed 10
hp 8 (1d8)
Fort +0, Ref +0, Will +3
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Offense
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Speed 30 ft.
Melee unarmed strike +0 (1d3)
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Statistics
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Str 10, Dex 10, Con 10, Int 10, Wis 12, Cha 10
Base Atk +0; CMB +0; CMD 10
Feats Endurance, Improved Unarmed Strike
Skills Appraise +4, Diplomacy +4, Handle Animal +4, Heal +5, Perception +5, Perform (string instruments) +4, Profession (cook) +5, Profession (farmer) +5
Languages Common
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Special Abilities
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Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.