Ninja

Fantast Retnuh's page

22 posts. Alias of RedAssassin.


Full Name

Fantast Retnuh

Race

Gnome

Classes/Levels

Summoner/5

Gender

Male

Size

Small

Age

23

Special Abilities

Cantrips, Eidolon, Life link, Summon monster I Bond senses Summon monster II Shield ally Summon monster III

Alignment

CN

Deity

Erastil

Location

Im on a boat!

Languages

Gnome, Common, and Sylvan.

Occupation

Big game hunter

Strength 10
Dexterity 11
Constitution 12
Intelligence 12
Wisdom 10
Charisma 20

About Fantast Retnuh

basics:

Hp=39
AC=18 (5 ac +1size +2eidilon )
Bab +4(3base +1 size)

You get a +2 bonus on survival and +1 on attack and damage rolls against dinosaurs.

You gain a +1 bonus on attack rolls and a +2 bonus on weapon damage rolls against Large or larger creatures.

+1 for adamantine spear

Fort =3 (2base+1con)5
Will=2 (2base)4
Ref=4 (4base)6

2 circumstance bonus on his saving throws. (eidilon)

Speed 20
Low light


odd bonuses:

• Defensive Training: Gnomes get a +4 dodge bonus to AC against monsters of the giant subtype.

• Gnome Magic: Gnomes add +1 to the DC of any saving throws against illusion spells that they cast. Gnomes with a Charisma of 11 or higher also gain the following spell-like abilities: 1/day—dancing lights, ghost sound, prestidigitation, and speak with animals. 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.

• Hatred: Gnomes receive a +1 bonus on attack rolls against humanoid creatures of the reptilian and goblinoid subtypes due to special training against these hated foes.

• Illusion Resistance: Gnomes get a +2 racial saving throw bonus against illusion spells or effects.

special abilities:
summoner learns a number of cantrips, or 0-level spells, as noted on "Table: Summoner Spells Known.” 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 normally.

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. 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.

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. 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.

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.

Shield Ally (Ex)
At 4th level, whenever a summoner is within his eidolon’s reach, the summoner receives a +2 shield bonus to his Armor Class and a +2 circumstance bonus on his saving throws. This bonus does not apply if the eidolon is grappled, helpless, paralyzed, stunned, or unconscious.

spells:

Spells per day

0lvl *
1lvl 6
2lvl 3

Spells known

0 lvl 6

Acid Splash
Detect Magic
Light
Mending
Open/Close
Read Magic

1stlvl 4
Alarm
Daze Monster
Identify
Shield

2ndlvl3
Invisibility
Levitate
Spider Climb

traits and feats:

Traits

Hunter of the Wilds
You excel at hunting strange creatures like dinosaurs and axebeaks that dwell among the depths of the Mwangi expanse and the islands of the southern Arcadian Ocean. It is for this reason that you have signed up to hunt the beasts and explore the wilds of the fabled Isle of Dread.
You get a +2 bonus on survival and +1 on attack and damage rolls against dinosaurs.
Explorer (Gnome, Social)
Though many gnomes settle down in communities large enough and interesting enough to provide them with all the stimulation they need to ward off the Bleaching, you’re never going to be one of them. You are always looking around the next bend in the road or over the next hill, past the borders of where you are to where you want to be.
You gain a +2 bonus on all Survival checks made in Jungle terrain type.
Militia Veteran
Militia Veteran RegionTaldorYour first job was serving in a civilian militia in your home town. Skills learned while daily drilling and protecting your fellow townsfolk gave you special insight into military life.Select one of the following skills: Survival. You gain a +2 trait bonus on that skill, and it is always a class skill for you.

Survival. You gain a +2 trait bonus on that skill, and it is always a class skill for you.

Feats
Toughness
You have enhanced physical stamina.
Benefit: You gain +3 hit points. For every Hit Die you possess beyond 3, you gain an additional +1 hit point. If you have more than 3 Hit Dice, you gain +1 hit points whenever you gain a Hit Die (such as when you gain a level).

Skill Focus
Choose a skill.(survival) You are particularly adept at that skill.
Benefit: You get a +3 bonus on all checks involving the chosen skill. If you have 10 or more ranks in that skill, this bonus increases to +6.
Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new skill.

Big Game Hunter (Local)

You are experienced in fighting the gigantic creatures that stalk Varisia’s landscape.
Prerequisites: Varisia affinity.
Benefit: You gain a +1 bonus on attack rolls and a +2 bonus on weapon damage rolls against Large or larger creatures.


Skills:

Class Skills 15sp total=rank+ mod+class+ misc 1
Craft (armorsmithing),7=1+1+3+2
Fly (Dex), 0
Handle Animal (Cha),9=1+5+3
Knowledge (Nature) 5=1+1+3
Knowledge (Geography)5=1+1+3
Knowledge (Local)5=1+1+3
Ride (Dex) 8=3+0+3+2(saddle)
Spellcraft (Int)4=1+0+3
Survival(wis) 17=5+0+3+9
Use Magic Device (Cha). 9=1+5+3

gear:

+1 Mithiral Chain shirt 2100 gp +5 +6 0 10% 30 ft. 20 ft. 17 lbs.

+1(nonmagic)Adamantine Spear 3002 gp 1d6+1 x3 20 ft. 6 lbs. P brace PF Core

Ring of Sustenance
Aura faint conjuration; CL 5th
Slot ring; Price 2,500 gp; Weight —
DESCRIPTION
This ring continually provides its wearer with life-sustaining nourishment. The ring also refreshes the body and mind, so that its wearer needs only sleep 2 hours per day to gain the benefit of 8 hours of sleep. This allows a spellcaster that requires rest to prepare spells to do so after only 2 hours, but this does not allow a spellcaster to prepare spells more than once per day. The ring must be worn for a full week before it begins to work. If it is removed, the owner must wear it for another week to reattune it to himself.

Handy haversack

Aura moderate conjuration; CL 9th
Slot —; Price 2,000 gp; Weight 5 lbs.
DESCRIPTION
A backpack of this sort appears to be well made, well used, and quite ordinary. It is constructed of finely tanned leather, and the straps have brass hardware and buckles. It has two side pouches, each of which appears large enough to hold about a quart of material. In fact, each is like a bag of holding and can actually hold material of as much as 2 cubic feet in volume or 20 pounds in weight. The large central portion of the pack can contain up to 8 cubic feet or 80 pounds of material. Even when so filled, the backpack always weighs only 5 pounds.
While such storage is useful enough, the pack has an even greater power. When the wearer reaches into it for a specific item, that item is always on top. Thus, no digging around and fumbling is ever necessary to find what a haversack contains. Retrieving any specific item from a haversack is a move action, but it does not provoke the attacks of opportunity that retrieving a stored item usually does.

Backpack, Bedroll, Bell ,Winter blanket ,Block and tackle, Glass bottle, Bucket, Caltrops, Candle, Canvas, Scroll case, Chain, Chalk, Crowbar, fishhook, fishing net, flask, flint&steel, grappling hook, hammer, hourglass, ink, ink pen, clay jug, superior lock, manacles, mirror, clay mug,oil,10 paper, 10 parchment, miners picks, clay pitcher,15 pitons, 10ft pole, iron pot, belt pouch(flasks),24 rations, silk rope, sack(rations),sealing wax, sewing needle, shovel, signal whistle, signet ring, sledge, soap, tent, vial (empty),5 waterskins, whetstone

0gp

Saddle (exoticmilitary)60gp

An exotic saddle is designed for an unusual mount. Exotic saddles come in military, pack, and riding styles.
Saddle
This saddle braces the rider, providing a +2 circumstance bonus on Ride checks related to staying in the saddle. If you're knocked unconscious while in a military saddle, you have a 75% chance to stay in the saddle.

Eidolon a.ka. Grudge:
Grudge is contained in his own profile here are his basics though.

Grudge
Starting Statistics:
Size Medium;
Speed 50 ft.;
Hp= 25

Bab+4 Melee+7 Ranged +7 CMB CMD

AC 21 (10base+3 dex +8 natural armor;)
Saves
Fort 4
Ref 4
Will 2

Attack bite 1d6+1d4 bleeding

4 electric claw attacks @ 1d6 +1d6 electric+1d4 bleeding