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About Elyon ElraHP: 29 = (levels) 6 + 4 + 3 + 4 + 3 + (Con) 1*5 + 4 Elf
BAB: 2
Laguages
Elf:
- Elven Immunities: Elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects. - Elven Magic: Elves receive a +2 racial bonus on caster level checks made to overcome spell resistance. In addition, elves receive a +2 racial bonus on Spellcraft skill checks made to identify the properties of magic items. - Low-Light Vision: Elves can see twice as far as humans in conditions of dim light. - Fey Thoughts: Perception and UMD are always class skills for the character - Illustrious Urbanite: City elves have a remarkable ability to combine magic harmoniously with their surroundings. They gain Spell Focus with conjuration as a bonus feat. When casting spells of this school, the elves can choose to have the spell leave undamaged any building or structure that would normally be affected. This racial trait replaces keen senses. - Tongue of the Sea: Elves with this racial trait begin play speaking an ancient language and Elven. Elves with high Intelligence scores can choose from the following languages: Aboleth, Abyssal, Aklo, Aquan, Common, and Undercommon. This racial trait replaces an elf’s normal languages Traits:
- Pragmatic Activator You may use your Intelligence modifier when making Use Magic Device checks instead of your Charisma modifier. - Spark of Creation You gain a +1 trait bonus on Craft checks, and the cost of creating magic items is reduced by 5%. Feats:
Notes - Illustrious Urbanite: City elves have a remarkable ability to combine magic harmoniously with their surroundings. They gain Spell Focus with conjuration as a bonus feat. When casting spells of this school, the elves can choose to have the spell leave undamaged any building or structure that would normally be affected. This racial trait replaces keen senses. Elf - Spell Focus (Conjuration) Add +1 to the Difficulty Class for all saving throws against spells (conjuration)
Posibilities: Craft Wands
Skills:
Wizard LVL 5 = 2 + Int modifier LVL 5 = 7 x 5 = 35 (int 20) Headband +2 int = 5 Elf LVL 5 = 5 Background Skills: 2x5=10 (linguistics + Profession Sailor) Total 55 Notes:
- Acrobatics: 14 = 5 rank + 3 CC + 3 Dex + 3 Monkey Familiar
Familiar:
- Familiar - Valet (Familiar Archetype) - Monkey: Master gains a +3 bonus on Acrobatics checks - Tarsier: Master gains a +3 bonus on Acrobatics checks - [Character Companions] Can my familiar wield weapons? Can it wear or use armor or magic items?
N Diminutive animal
DEFENSE
OFFENSE
STATISTICS
Feats Weapon Finesse: With a light weapon you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls. Natural weapons are considered light weapons. Skills Acrobatics +7, Climb +8, Perception +5, Stealth +19;
SQ tarsier’s leap
Wizard lvl 5 adjustments
Class Skills: Acrobatics, Climb, Fly, Perception, Stealth, and Swim as class skills.
- Accrobatics 15 = 5 rank + 3 CC + 3 Dex + 4 racial modifier
Specials:
- Valet Skills: A valet treats Craft, Perform, and Profession as class skills.
School:
School: Conjuration - teleportation Opposed schools: Necromancy and Enchantment (rever) Summoner’s Charm: Summon spells last + 2 rounds
Teleport: You can teleport with familiar 10 feets 9 times per day
Spells:
Spells per day LVL 0 = 4 (4) LVL 1 = 5+1 (3+2)+1 school LVL 2 = 4+1 (2+2)+1 school LVL 3 = 2+1 (1+1)+1 school Spells Memorized
Familiar (2 at will)
Level 1 (5+1/day) - Alarm
Level 2 (4+1/day)
Level 3 (2+1/day)
Price to learn spells above starting known number of spells:
Spell Level and Writing Costs
Scroll cost
Total cost using access cost:
Starting spells:
Known spells
EQ:
Magic EQ: - Headband of Vast Intelligence (1lb) (4.000GP) +2 INT - Pear of power (-lb) (LVL 1 x 1 = 1.000GP) - Cloack of resistence (1lb) (1.000 gp) +1 resistance - Pouch, Pathfinder 1.000gp to store spellbook - Goblet of Quenching (1lb) (90gp) The goblet can create up to 2 gallons of water per day
Potion CLW 50gp Magic EQ Sub-Total: 7.390 GP Enhance cantrips/spells:
Sub-Total: 10gp Normal eq:
- Backpack, Masterwork: (4lb) (50gp) +1 STR for carrying capacity
Caltrops x2 (2lb x2) (1gp x2)
Total: 10 + 2 + 86 + 6,16 = 143,16 Gold:
Starting gold: 10.500 GP Spells: 2.780 GP
Total: 10.500 - 10.313,16 = 187,84 GP 1/4 wand of cure light 187,5
Notes:
Interesting EQ to buy/build:
- Liquid Ice (2lb) (40gp): A direct hit deals 1d6 points of cold damage; creatures within 5 feet of where it hits take 1 point of cold damage.
- Mithral Buckler (2,5lb) (1.005gp) +1AC no penalties
Summons:
Augment Summoning Each creature you conjure with any summon spell gains a +4 enhancement bonus to Strength and Constitution
Summons lvl 2 Earth Elemental, Small
DEFENSE
OFFENSE
STATISTICS
Earth Glide (Ex)
Earth Mastery (Ex)
possible enhancements:
Air Elemental, Small
DEFENSE
OFFENSE
STATISTICS
SPECIAL ABILITIES Air Mastery (Ex)
1 point evolutions:
Bleed (Ex): An eidolon gains the ability to inflict bleeding wounds. Select one type of attack. Attacks of that type deal 1d6 points of bleed damage. This evolution can be selected more than once. Each time an eidolon selects this evolution, it applies to a different attack. The bleed effect doesn’t stack. Claws (Ex): An eidolon has a pair of vicious claws at the end of its limbs, giving it two claw attacks. These attacks are primary attacks. The claws deal 1d4 points of damage (1d6 if Large, 1d8 if Huge). The eidolon must have the limbs evolution to take this evolution. This evolution can only be applied to the limbs (legs) evolution once This evolution can be selected more than once, but the eidolon must possess an equal number of the limbs evolution. Climb (Ex): 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. Gills (Ex): An eidolon has gills and can breathe underwater indefinitely. Hooves (Ex): An eidolon has a pair of sharp hooves at the end of its limbs, giving it two hoof attacks. These attacks are secondary attacks. The hooves deal 1d4 points of damage (1d6 if Large, 1d8 if Huge). The eidolon must have the limbs evolution to take this evolution. This evolution can only be applied to the limbs (legs) evolution once. Alternatively, the eidolon can replace the claws evolution from its base form with these hoof attacks (this still costs 1 evolution point). This evolution can be selected more than once, but the eidolon must possess an equal number of limbs evolutions. Improved Damage (Ex): One of the eidolon’s natural attacks is particularly deadly. Select one natural attack form and increase the damage die type by one step. 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 natural attack. Improved Natural Armor (Ex): An eidolon’s hide grows thick fur, rigid scales, or bony plates, giving it a +2 bonus to its natural armor. This evolution can be taken once for every five levels the summoner possesses. Low-Light Vision (Ex): An eidolon gains low-light vision, enabling it to see twice as far as a human in conditions of dim light. Magic Attacks (Su): An eidolon is infused with magic, allowing it to treat all of its natural attacks as if they were magic for the purpose of overcoming damage reduction. If the summoner is 10th level or higher, all of the eidolon’s weapons are treated as the alignment of the eidolon for the purpose of overcoming damage reduction. Mount (Ex): An eidolon is properly skilled and formed to serve as a combat-trained mount. The eidolon must be at least one size category larger than its rider. This evolution is only available to eidolons of the quadruped and serpentine base forms. Pincers (Ex): An eidolon grows a large pincers at the end of one pair of its limbs, giving it two pincer attacks. These attacks are secondary attacks. The pincers deal 1d6 points of damage (1d8 if Large, 2d6 if Huge). Eidolons with the grab evolution linked to pincers gain a +2 bonus on CMB checks made to grapple. The eidolon must have the limbs (arms) evolution to take this evolution. Alternatively, the eidolon can replace the claws from its base form with pincers (this still costs 1 evolution point). This evolution can be selected more than once, but the eidolon must possess an equal number of the limbs evolution. Pounce (Ex): An eidolon gains quick reflexes, allowing it to make a full attack after a charge. This evolution is only available to eidolons of the quadruped base form. Pull (Ex): An eidolon gains the ability to pull creatures closer with a successful attack. Select one type of natural attack. Whenever the eidolon makes a successful attack of the selected type, it can attempt a free combat maneuver check. If successful, the target of the attack is pulled 5 feet closer to the eidolon. This ability only works on creatures of a size equal to or smaller than the eidolon. Creatures pulled in this way do not provoke attacks of opportunity. The eidolon must have a reach of 10 feet or more to select this evolution. 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 natural attack. Push (Ex): An eidolon gains the ability to push creatures away with a successful attack. Select one type of natural attack. Whenever the eidolon makes a successful attack of the selected type, it can attempt a free combat maneuver check. If successful, the target of the attack is pushed 5 feet directly away from the eidolon. This ability only works on creatures of a size equal to or smaller than the eidolon. Creatures pushed in this way do not provoke attacks of opportunity. 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 natural attack. Reach (Ex): One of an eidolon’s attacks is capable of striking at foes at a distance. Pick one attack. The eidolon’s reach with that attack increases by 5 feet. Resistance (Ex): 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): 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): 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. Slam (Ex): An eidolon can deliver a devastating slam attack. This attack is a primary attack. The slam deals 1d8 points of damage (2d6 if Large, 2d8 if Huge). The eidolon must have the limbs (arms) evolution to take this evolution. Alternatively, the eidolon can replace the claws from its base form with this slam attack (this still costs 1 evolution point). This evolution can be selected more than once, but the eidolon must possess an equal number of the limbs evolution. Slippery (Ex): Due to its slimy hide or a slick exoskeleton, the eidolon is especially slippery. The eidolon gains a +4 bonus to CMD to escape a grapple and on Escape Artist checks. |