Dangleberry Tagnut's page

128 posts. Organized Play character for Snorter.

About Dangleberry Tagnut

Whoo-hooh! Finally made 22 XP. This page is well out of date...I'll be updating this page to level 8 soon.

Dangleberry Tagnut CR1
Gnome Summoner 2
CN Small humanoid (gnome)
Init +1, Senses low-light vision
Perception +4
Languages Celestial, Common, Draconic, Gnome, Goblin, Infernal and Sylvan
AC 16 (touch 12, flat-footed 15) (+4 armor, +1 Dex, +1 size, +4 dodge vs giants)
hp 17 (2d8+4)
CMD 11 (+1 BAB, +1 Dex, -1 size)
Fort +2, Ref +1, Will +4 (+2 racial vs illusions)
Spd 20 ft.
Melee dagger +2(d3/19-20) (+1 vs goblins & kobolds)
Ranged longbow +3(d6/x3, ignore 1st range penalty)
Base Atk +1; CMB +0(-1 size)
Atk Options
Special Actions
spell-like abilities 1/day—1/day—detect poison,
know direction, stabilize, and speak with animals.
cantrips (at will, 4 known) detect magic, mage hand, message, read magic, resistance
Summon Monster I 6/day (standard action, duration 1 min/level)
Spells (2/day, 2 known) Enlarge Person, Mage Armor, Rejuvenate Eidolon, Lesser
Abilities Str 10, Dex 12, Con 14, Int 14, Wis 12, Cha 17 (initial values 12, 12, 12, 14, 12, 15)
Special Qualities
Defensive Training: (+4 dodge bonus to AC vs giants)
Gnome Magic (+1 DC using illusions)
Hatred (+1 attack bonus vs goblins & kobolds)
Illusion resistance (+2 racial vs illusions)
Keen Senses (+2 racial bonus on Perception)
Obsessive (+2 racial bonus on one Craft or Profession skill)
Weapon Familiarity treat any weapon with the word “gnome” in its name as a martial weapon.
Feats Armor Proficiency (light)B, Weapon Proficiency (all simple)B, Weapon Proficiency (longbow)B, Spell Focus (conjuration)
Traits First Memories (Gnome), Hunter's Eye (Andoran)
Skills (8+2 favored; class skills in blue, trained skills in bold, armor check penalty -2)
Acrobatics (Dex) +1
Appraise (Int) +2
Bluff (Cha) +3
Climb (Str) +0
Craft Wood (Int) +2
Diplomacy (Cha) +3
Disable Device (Dex) +1
Disguise (Cha) +3
Escape Artist (Dex) +1
Fly (Dex) +1,
Handle Animal (Cha) +7

Heal (Wis) +1
Intimidate (Cha) +4
Knowledge (arcana) +6
Knowledge (dung) +2
Knowledge (eng) +2
Knowledge (geog) +2
Knowledge (hist) +2
Knowledge (local) +2
Knowledge (nature) +6
Knowledge (nobility) +2
Knowledge (planes) +2
Knowledge (religion) +2
Linguistics (Int) +7

Perception (Wis +2) +4
Perform (Cha) +3
Profession +2
Ride (Dex) +1

Sense Motive (Wis) +1
Sleight of Hand (Dex) +1
[b]Spellcraft (Int) +6

Stealth (Dex +4) +5, Survival (Wis) +1
Swim (Str) +0
Use Magic Device (Cha) +7.

chain shirt
19 arrows
backpack (flask acid x5, flask alch fire x5)
belt pouch (ink & quill, 10 sheets paper, 10 chalk)
belt pouch (thieves tools, flint & steel)
bandolier (potion cure light x2, antitoxin)
whistle (round neck)
wayfinder (in breast pocket)
scroll case 1 (alarm, magic fang, prot/evil, grease, invisibility x2 )

Mr Bigsley’s equipment (held in trust)
belt pouch (thieves tools, masterwork)
scroll case (read magic x 2, stabilise x2, cure light x2, comp lang., disguise self, magic missile)

Mr Bigsley, orang-utan eidolon:
Mr Bigsley, aka ‘Skill Monkey’ CR-
Eidolon 2
CN Medium outsider
Init +1, Senses darkvision 60 ft, scent
Perception +4
Languages Celestial, Common, Draconic, Gnome, Goblin, Infernal and Sylvan
AC 15 (touch 11, flat-footed 14) (+1 Dex, +4 natural)
hp 17 (2d10+2+3)
CMD 16
Resist fire 5
Fort +4, Ref +1 (+ evasion), Will +3
Spd 30 ft., climb 30 ft.
Melee 2 claws +5 (1d4+3)
Base Atk +2; CMB +5
Atk Options
Special Actions
Abilities Str 17, Dex 13, Con 13, Int 7, Wis 10, Cha 11 (original scores 16/12/13/7/10/11)
SQ link, share spells
Evolutions (4) claws, limbs (arms), limbs (legs), climb (1), scent (1), skilled (UMD)(1)
Feats Toughness
Skills (8) Acrobatics (Dex) +5, Appraise (Int) +, Bluff (Cha) +, Climb (Str+8) +12, Craft (Int ) +, Diplomacy (Cha) +, Disable Device (Dex) +6, Disguise (Cha) +, Escape Artist (Dex) +, Fly (Dex) +, Handle Animal (Cha) +, Heal (Wis) +, Intimidate (Cha) +, Knowledge (arcana) +, Knowledge (dung) +, Knowledge (eng) +, Knowledge (geog) +, Knowledge (hist) +, Knowledge (local) +, Knowledge (nature) +, Knowledge (nobility) +, Knowledge (planes) +, Knowledge (religion) +, Linguistics (Int) +, Perception (Wis) +4, Perform (Cha) +, Profession (Wis) +, Ride (Dex) +, Sense Motive (Wis) +, Sleight of Hand (Dex) +, Spellcraft (Int) -2, Stealth (Dex) +5, Survival (Wis) +, Swim (Str) +, Use Magic Device (Cha+8) +12

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 (Acrobatics, Disable Device, Spellcraft and Use Magic Device).

Equipment (when on Material plane): masterwork thieves tools, scroll case (read magic (2), stabilise (2), cure light wounds (2), comprehend languages, disguise self, magic missile)

Enlarged Profile

AC 13 (touch 10, flat-footed 13) (+0 Dex, +4 natural, -1 size)
hp 17 (2d10+2+3)
CMD 17
Resist fire 5
Fort +4, Ref +0 (+ evasion), Will +3
Spd 30 ft., climb 30 ft.
Face/Reach 10 ft/10 ft
Melee 2 claws +5 (1d6+4)
Base Atk +2; CMB +7
Abilities Str 19, Dex 11, Con 13, Int 7, Wis 10, Cha 11

Base Form: Biped
Starting Statistics: Size Medium; Speed 30 ft.; AC +2 natural
armor; Saves Fort (good), Ref (bad), Will (good); Attack 2
claws (1d4); Ability Scores Str 16, Dex 12, Con 13, Int 7, Wis
10, Cha 11; Free Evolutions claws, limbs (arms), limbs (legs).

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

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.


Climb (Ex): cost 1
An eidolon becomes a skilled climber, gaining a climb speed equal to its base speed. This evolution can be selected more than once. Each additional time it is selected, increase the eidolon’s climb speed by 20 feet.
A creature with a climb speed has a +8 racial bonus on all Climb checks. The creature must make a Climb check to climb any wall or slope with a DC higher than 0, but it can always choose to take 10, even if rushed or threatened while climbing. If a creature with a climb speed chooses an accelerated climb (by accepting a –5 penalty), it moves at double its climb speed (or at its land speed, whichever is slower) and makes a single Climb check at a –5 penalty. Such a creature retains its Dex bonus to Armor Class (if any) while climbing, and opponents get no special bonus to their attacks against it. It cannot, however, use the run action while climbing.

Resistance (Ex): cost 1
An 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). Pick one energy type (acid, cold, electricity, fire, or sonic). The eidolon gains resist 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 an eidolon selects this evolution, it applies to a different energy type.

Scent (Ex): cost 1
An eidolon’s sense of smell becomes quite acute. The eidolon gains the scent special quality, allowing it to detect opponents within 30 feet by sense of smell. If the opponent is upwind, the range increases to 60 feet; if downwind, it drops to 15 feet. Strong scents can be detected at twice the normal range. Scent does not allow the eidolon to precisely locate the creature, only to detect its presence. It can detect the direction with a move action. The eidolon can pinpoint the creature’s location if it is within 5 feet. The eidolon can use scent to track creatures.

Skilled (Ex): cost 1
An eidolon becomes especially adept at a specific skill, gaining a +8 racial bonus on that skill. This evolution can be selected more than once. Its effects do not stack. Each time an eidolon selects this evolution, it applies to a different skill.

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 conflict, 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.

Weapon and Armor Proficiency: Proficient with all simple weapons, and with light armor. A summoner can cast summoner spells while wearing light armor without incurring the normal arcane spell failure chance.

Spells: A summoner casts arcane spells drawn from the summoner spell list. He can cast any spell he knows without preparing it ahead of time, assuming he has not yet used up his allotment of spells per day for the spell’s level.
The DC for a saving throw against a summoner’s spell is 10 + the spell level + the summoner’s Charisma modifier.
He receives bonus spells per day if he has a high Charisma score.
A summoner begins play knowing four 0-level spells and two 1st-level spells of the summoner’s choice. (Unlike spells per day, the number of spells a summoner knows is not affected by his Charisma score.)
Upon reaching 5th level, and at every third summoner level thereafter (8th, 11th, and so on), a summoner can choose to learn a new spell in place of one he already knows. In effect, the summoner “loses” the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least one level lower than the highest-level summoner spell he can cast. A summoner may swap out only a single spell at any given level and must choose whether or not to swap the spell at the same time that he
gains new spells known for the level.

Cantrips: A summoner learns a number of cantrips, or 0-level spells. These spells are cast like any other spell, but they may be cast any number of times per day. Cantrips prepared using other spell slots, due to metamagic feats, for example, consume spell slots as normal.

Bond Senses (Su): 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. He can use this ability a number of rounds per day equal to his summoner level. There is no range to this effect, but the eidolon and the summoner must be on the same plane.
The summoner can end this effect as a free action.

Eidolon: A summoner begins play with the ability to summon to his side a powerful outsider called an eidolon. The eidolon forms a link with the summoner, who, forever after, summons an aspect of the same creature.
An eidolon has the same alignment as the summoner that calls it, and can speak all his languages.
Eidolons are treated as summoned creatures, except that they are not sent back to their home plane until reduced to a number of negative hit points equal to or greater than their Constitution score. In addition, due to its tie to its summoner, an eidolon can touch and attack creatures warded by protection from evil and similar effects that prevent contact with summoned creatures.
A summoner can summon his eidolon in a ritual that takes 1 minute to perform. When summoned in this way, the eidolon hit points are unchanged from the last time it was summoned. The only exception to this is if the eidolon was slain, in which case it returns with half its normal hit points. The eidolon does not heal naturally.
The eidolon remains until dismissed by the summoner (a standard action). If the eidolon is sent back to its home plane due to damage, it cannot be summoned again until the following day. The eidolon cannot be sent back to its home plane by means of dispel magic, but spells such as dismissal and banishment work normally. If the summoner is is unconscious, asleep, or killed, his eidolon is immediately banished.
The eidolon takes a form shaped by the summoner’s desires. The eidolon’s Hit Dice, saving throws, skills, feats, and abilities are tied to the summoner’s class level and increase as the summoner gains levels. In addition, each eidolon receives a pool of evolution points, based on the summoner’s class level, that can be used to give the eidolon different abilities and powers. Whenever the summoner gains a level, he must decide how these points are spent, and they are set until he gains another level of summoner.
The eidolon’s physical appearance is up to the summoner, but it always appears as some sort of fantastical creature. This control is not fine enough to make the eidolon appear like a specific creature.
The eidolon also bears a glowing rune that is identical to a rune that appears on the summoner’s forehead as long as the eidolon is summoned. While this rune can be hidden through mundane means, it cannot be concealed through magic that changes appearance, such as alter self or polymorph (although invisibility does conceal it as long as the spell lasts).

Gnome Magic: Gnomes add +1 to the DC of any saving throws against illusion spells that they cast. Gnomes with a Wisdom of 11 or higher also gain the following spell-like abilities: 1/day—detect poison, know direction, stabilize, and speak with animals (CL1, DC14). The caster level for these effects is equal to the gnome's level. The DC for these spells is equal to 10 + the spell's level + the gnome's Charisma modifier. This ability has been modified by the First Memories trait.

Hunter’s Eye (Andoran Faction): Your parents had you blessed by Erastil as a youth, and you are a prodigy with a bow. You do not suffer a penalty for the second range increment when using a longbow or shortbow, and you are always considered proficient with one of these weapons (your choice).

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.

Summon Monster I (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 fulfil the construction requirements of any magic item he creates, so long as he can use this ability to cast the required spell.