ValBaine

Dorianna Menhemes's page

104 posts. Alias of Farol.


Full Name

Dorianna Menhemes

Race

HP 134/134 | AC 27 | F +17 R +18 W +16 | Perc +15 (+2 Init) | Stealth +16 |

Classes/Levels

Speed 25ft | Focus 2/2 | Exploration: Search | Hero Points: 2

Gender

N Female Human Summoner 9 |

Strength 10
Dexterity 18
Constitution 16
Intelligence 10
Wisdom 14
Charisma 18

About Dorianna Menhemes

Dorianna Menhemes Summoner 9
N Medium Human Skilled Human Humanoid
Perception +15 (+2 initiative);
Languages Common
Skills Acrobatics +15, Arcana +11, Athletics +16, Deception +17, Intimidation +20, Lore: Library +11, Medicine +17, Nature +13, Occultism +12, Stealth +16
Str +0, Dex +4, Con +3, Int +0, Wis +2, Cha +4
Items +1 Armor Resilient Leather, Backpack, Bedroll, Chalk (10), Flint and Steel, Rope, Rations (2), Torch (5), Waterskin, Soap, Staff of Control, Cloak of Illusions, Lifting Belt, Pendant of the Occult, Demon Mask, Healer's Toolkit
AC 27; Fort +17, Ref +18, Will +16
HP 134
Eidolon's Opportunity Trigger A creature within your eidolon's reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using. Your eidolon makes a melee Strike against the triggering creature. If the attack is a critical hit and the trigger was a manipulate action, your eidolon disrupts that action. This Strike doesn't count toward your multiple attack penalty, and your multiple attack penalty doesn't apply to this Strike.
Dutiful Retaliation Trigger An enemy within 15 feet of you hits you with a Strike and deals damage to you. Requirements Your eidolon is within 15 feet of you. Your eidolon instinctively flashes with ectoplasmic energy, allowing them to strike back against an enemy who dares to harm you. Your eidolon makes a melee unarmed Strike against the triggering enemy, even if that enemy isn't within your eidolon's reach.
Speed 25 feet
Melee +1 Weapon Striking Fist +16 (Agile, Finesse, Nonlethal, Unarmed, Magical), Damage 2d4 B
Tandem Movement (Summoner, Tandem) You and your eidolon move together. You each use a single action to Stride. Either of you that has the corresponding movement type can Burrow, Climb, Fly, or Swim instead.
Battle Medicine (General, Healing, Manipulate, Skill) Prerequisites trained in Medicine Requirements You're holding or wearing a healer's toolkit. You can patch up wounds, even in combat. Attempt a Medicine check with the same DC as for Treat Wounds and restore the corresponding amount of HP; this doesn't remove the wounded condition. As with Treat Wounds, you can attempt checks against higher DCs if you have the minimum proficiency rank. The target is then immune to your Battle Medicine for 1 day. This does not make them immune to, or otherwise count as, Treat Wounds.
Constricting Hold (Eidolon, Evolution, Summoner) Requirements Your eidolon has a creature grabbed or restrained. Your eidolon constricts the creature, dealing bludgeoning damage equal to your eidolon's level plus its Strength modifier, with a basic Fortitude save against your spell DC.
Manifest Eidolon (Concentrate, Conjuration, Manipulate, Summoner, Teleportation) Your eidolon appears in an open space adjacent to you, and can then take a single action. If your eidolon was already manifested, you unmanifest it instead. The conduit that allows your eidolon to manifest is also a tether between you. Your eidolon must remain within 100 feet of you at all times and can’t willingly go beyond that limit. If forced beyond this distance, or if you are reduced to 0 Hit Points, your eidolon’s physical form dissolves: your eidolon unmanifests, and you need to use Manifest Eidolon to manifest it again. Special This activity has the trait matching your eidolon’s tradition (arcane, divine, occult, or primal).
Act Together (Summoner, Tandem) Frequency once per round You and your eidolon act as one. Either you or your eidolon takes an action or activity using the same number of actions as Act Together, and the other takes a single action. For example, if you spent 2 actions to Act Together, you could cast burning hands (2 actions) and your eidolon could Strike (1 action), or your eidolon could use its Breath Weapon (2 actions) and you could Stride (1 action). This lets you each use separate exploration activities like Avoid Notice as you travel (Core Rulebook 496).
Share Senses (Concentrate, Divination, Scrying, Summoner) Requirements Your eidolon is manifested. You project your senses into your eidolon, allowing you to perceive through it. When you do, you lose all sensory information from your own body, but can sense through your eidolon’s body for up to 1 minute. You can Dismiss this effect. Special This action has the trait matching your eidolon’s tradition (arcane, divine, occult, or primal). Your eidolon can also use this ability. When it does, it projects its senses into your body.
Cloak of Illusions (Invested, Occult) Activate Draw Hood (manipulate) Frequency once per day; Effect You draw the hood up and gain the effects of invisibility, with the spell's normal duration or until you pull the hood back down, whichever comes first.
Lifting Belt (Invested, Magical) Activate Assisted Lift (manipulate) Effect You lift an object of up to 8 Bulk as though it were weightless. This requires two hands, and if the object is locked or otherwise held in place, you can attempt to Force it Open using Athletics as part of this activation. The object still has its full weight and Bulk for all other purposes - you just ignore that weight. The effect lasts until the end of your next turn.
Demon Mask (Invested, Magical) Activate Leering Mask (manipulate) Frequency once per day; Effect The mask casts a fear spell with a DC of 20.
Precision Damage Sneak Attack 1d6
Occult Known Spells DC 27, attack +17; 5th Soothe (H+4), Shadow Blast (2 slots); 4th Winning Streak, Heroism (H+1), Fear (H+3) (2 slots); 3rd (0 slots); 2nd (0 slots); 1st (0 slots); Cantrips Shield, Protect Companion, Haunting Hymn, Void Warp, Light, Guidance, Figment, Daze
Arcane Innate Spells DC 27, attack +17; Cantrips Detect Magic
Focus Spells (1 points) Boost Eidolon
Evolution Surge
Reinforce Eidolon
Additional Feats Adapted Cantrip, Arcane Sense, Assurance, Battle Cry, Continual Recovery, Cooperative Nature, Cooperative Soul, Energy Heart, Incredible Initiative, Intimidating Glare, Mobility, Reinforce Eidolon, Skilled Human, Sneak Attacker, Terrifying Resistance, Toughness
Additional Specials Assurance (Medicine), Eidolon (Devotion Phantom Eidolon), Eidolon Symbiosis, Eidolon Weapon Specialization, Energy Heart (sonic), Evolution Feat, Expert Skill (Athletics), Link Spells, Master Skill (Medicine), Shared Reflexes, Shared Vigilance, Skilled Heritage (Deception), Sneak Attack, Steadfast Devotion, Surprise Attack, Unlimited Signature Spells

Progression:

2nd level:
Class Feat: Reinforce Eidolon
Free Archetype: Rogue Archetype - Battle Medicine - surprise attack
Skill Feat: Assurance Medicine

3rd lvl:
Skill increase: Intimidation Expert
General feat: Toughness
Shared Vigilance
Unlimited Signature Spells

4th:
Class: Tandem Movement
Free Archetype: Basic Trickery - Mobility
Skill Feat: Terryfying Resistance

5th:
Ability Boost (Con, Wis, Dex, Cha)
Ancestry Feat: Cooperative Nature (+4 to Aid actions)
Skill Increase: Medicine Expert
Eidolon Unarmed Expertise

6th:
Class: Eidolon's Opportunity
Free Archetype: Sneak Attacker
Skill Feat: Intimidating Glare

7th:
Skill Increase: Intimidate master
General Feat: Incredible Initiative
Eidolon Symbiosis
Eidolon Weapon Specialization
Steadfast Devotion

8th:
Class Feat: Constricting Hold
Free Archetype: Skill Mastery - Continual Recovery - Athletics Expert - Medicine Master
Skill Feat: Battle Cry

9th
Skill increase Athletics => to master
Ancestry feat => Cooperative soul
Shared reflexes
Expert Spelcasting (higher DC)
spells lvl 5! (Soothe hightened, Shadow blast