Wight

Doktor Zlotii Medvyed's page

124 posts. Alias of PbemDM.


Full Name

Doktor Zlotii Medvyed

Race

Fetchling

Classes/Levels

Summoner (Shadow Caller) 1

Size

M

Age

30

Alignment

N

Deity

-

Languages

Common

Occupation

Professor of Metaphysics

Strength 10
Dexterity 16
Constitution 10
Intelligence 14
Wisdom 8
Charisma 16

About Doktor Zlotii Medvyed

AC: 19 (+7 armor, +1 dex, +1 nat)
HP: 31 (+4 con, +4 favored class)

F: +0 (+0 base, +0 con) R: +3 (+0 base, +3 dex) W: +1 (+2 base, -1 wis)

Racial
Fetchlings are outsiders with the native subtype.
Languages: Common, Aklo (Aquan, Auran, Draconic, Ignan, Terran)
Speed: 30 ft
Darkvision: see perfectly in the dark up to 60 feet.
Low-Light Vision: see twice as far as humans in conditions of dim light.
Skilled: +2 bonus on Knowledge (planes) and Stealth checks
Emissary: Once per day, roll twice when making a Bluff or Diplomacy check and take the better roll. (replaces shadow blending)
Shadowy Resistance: cold resistance 5 and electricity resistance 5
Spell-Like Abilities (Sp):
- Subtle Manipulator: Use memory lapse 1/day. (replaces disguise self)
- 9th level: Use shadow walk (self only) 1/day.
- 13th level: Use plane shift (self only, to the Shadow Plane or the Material Plane only) 1/day.

Unhinged Mentality: This madness gives you a +2 trait bonus on saves against confusion, insanity, and fear effects.

Shadow Eidolon
A shadow caller’s eidolon is at once a thing of shadow called from the deep of the Shadow Plane and his own shadow; the two are inseparable. When his eidolon manifests, his shadow lengthens and finally detaches from him as a creature unto itself. For as long as the shadow caller’s eidolon is manifested, he and the eidolon do not have distinct shadows, regardless of the presence or absence of light. This lack of a shadow replaces the magical symbol that identifies the summoner and his eidolon.

This ability alters the summoner’s eidolon ability.

Shadow Summoning (Sp): Shadow creature template instead of celestial or fiendish template. Furthermore,

Summon Monster I: No changes.

Shadow Creature Template
- CR increases by +1
- darkvision and low-light vision 60 ft

HD Resist Cold and Electricity DR
1–4 5 —
5–10 10 5/magic
11+ 15 10/magic
Spell Resistance (SR) equal to its new CR +5.

Special Abilities A shadow creature has the following special abilities.

Shadow Blend (Su)
In any condition of illumination other than bright light, a shadow creature blends into the shadows, giving it concealment (20% miss chance). A shadow creature can suspend or resume this ability as a free action.

BAB: +3
mace attack: +3, 1d8 x2 B
mace [dice]1d20+3[/dice]
damage [dice]1d8[/dice]
dagger attack: +3, 1d4 19–20/×2 P or S
crossbow attack: +5, 1d8 19–20/×2 (+1 att / +1 damage PBS)
crossbow [dice]1d20+6[/dice] PBS
damage [dice]1d8+2[/dice] PBS

Revelations

Unless otherwise noted, activating the power of a revelation is a standard action and the DC to save against these revelations is equal to 10 + 1/2 the oracle’s level + the oracle’s Charisma modifier.

Natural Divination (Ex): You can read the entrails of a freshly killed animal or humanoid to gain an insight bonus equal to your Charisma modifier on one saving throw. Alternatively, by observing and interpreting the flights of birds, you may apply a +10 competence bonus on any one skill check. Finally, by charting marks in dirt or stone, or observing the behavior of sand when thrown into the wind, you gain a +4 insight bonus on one initiative check. These bonuses must be used during the next 24 hours and you must declare you are using the bonus before the check or save is made. Making a natural divination takes 10 minutes. You may use natural divination (in any combination) once per day plus one additional time per day for every four oracle levels you have attained.

Gift of Prophecy (Su): Once per day, you can enter a trance to gain a glimpse of the future. This trance lasts for 1 minute, which must be uninterrupted and during which you can take no other actions. At 3rd level, you gain the benefits of an augury spell with 90% effectiveness. At 5th level, you gain the benefits of a divination spell with 90% effectiveness. At 9th level, the knowledge you gain is equivalent to a commune spell. None of these spell effects require material components. You must take this revelation at 3rd level.

Feats: Extra Revelation, Point Blank Shot, Precise Shot

Class Skills (4+0+1=5x4=20)
Diplomacy (Cha) +8 (2, +3, +3, +2 fey from trait)
Fly (Dex)
Heal (Wis) +9 (4, +3, +2)
Kn (arcana) (Int)
Kn (history) (Int) +5 (2, +3)
Kn (planes) (Int)
Kn (religion) (Int)
Perception (Wis) +9 (4, +3, +2)
Sense Motive (Wis) +9 (4, +3, +2)
Spellcraft (Int)
Use Magic Device (Cha) +10 (4, +3, +3)

Spells
0th (4 known, unlimited casting):
Acid Splash Orb deals 1d3 acid damage
Arcane Mark Inscribes a personal rune on an object or creature (visible or invisible).
Daze A single humanoid creature with 4 HD or less loses its next action.
Detect Magic Detects all spells and magic items within 60 ft.

1st (2 known, 2/day):
Rejuvenate Eidolon, Lesser Eidolon cured 1d10 damage +1/level (max +5)
Shield Invisible disc gives +4 to AC, blocks magic missiles

2nd ( known, /day):

gp

Amulet of natural armor +1
Outfit, Explorer's 10 gp 8 lbs.
Chain shirt +1 1100 gp +4 max dex +4 check pen –1 30 ft. 25 lbs.
Shield, heavy steel 20 gp +2 — check pen –2 — — 15 lbs.
Mace, heavy 12 gp 1d6 1d8 ×2 — 8 lbs. B
Dagger 2 gp 1d3 1d4 19–20/×2 10 ft. 1 lb. P or S
Crossbow, light +1 2035 gp 1d6 1d8 19–20/×2 80 ft. 4 lbs. P
Bolt(s), crossbow (10) 1 gp — — — — 1 lb.
Mask, Doctor's 50 gp 2 lbs.
Ring, signet 5 gp
Backpack, masterwork 50 gp 4 lbs.
Bedroll 1 sp 5 lbs.
Rope, silk (50 ft.) 10 gp 5 lbs.
Compass 10 gp 1/2 lb.
Rations, trail 5 sp 1 lb.
Bandolier 5 sp
Alchemist's fire (3 flasks) 60 gp 1 lb.
Acid (1 flask) 10 gp 1 lb.
Grease, alchemical (1 flask) 5 gp 1 lb.
Antiplague 50 gp
Antitoxin (2 vials) 100 gp
Kit, Healer's 50 gp; Weight 1 lb. (+2 Heal check, 10 uses)