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About Gauntlet the EidolonChainsaw!:
CHAINSAW: Source Technology Guide pg. 21 Type two-handed melee; Proficiency exotic; Weight 10 lbs. Damage 1d12 (small), 3d6 (medium); Damage Type S; Critical 18-20/x2 Range —; Capacity 10; Usage 1 charge/hour; Special Deadly, distracting Description:Originally developed for use as tools, chainsaws work remarkably well as weapons and are often used by lunatics or those who want to intimidate their enemies. A Numerian chainsaw consists of a weighty housing for the engine and power source that is fitted with two handles, and a 2- to 3-foot-long blade extending from the front, around which a whirling, buzzing chain of razorsharp cutting links spins at blinding speed when the weapon is activated. It’s a standard action to activate a chainsaw, and doing so consumes a charge of power. The chainsaw continues to run constantly after activation, draining an additional charge each hour. A dropped chainsaw automatically turns off unless it is set down carefully as a move action. The buzzing of a chainsaw’s blade is loud and distracting (but not deafening), causing anyone carrying an activated chainsaw to take a –10 penalty on Stealth checks. An activated chainsaw grants a proficient user a +2 morale bonus on Intimidate checks. NOTE: Chainsaw are considered to have the Deadly modifier! When you use this weapon to deliver a coup de grace, it gains a +4 bonus to damage when calculating the DC of the Fortitude saving throw to see whether the target of the coup de grace dies from the attack. The bonus is not added to the actual damage of the coup de grace attack. ***+1 Chainsaw +12 (3d6+5) 18-20x2***
***Smite EVIL Chainsaw (vs. Standard Evil)!***
***Smite EVIL Chainsaw (vs. Evil Outsider, Dragon, or Undead)!***
NOTE: Adding Divine Bond to +1 Chainsaw Possible bonuses:
Shortcuts!:
[dice=Fly w/Good Maneuverability bonus]1d20 + 5 + 4[/dice]
[dice=Slam Attack!]1d20 + 10[/dice]
[dice=Acid Splash RTA]1d20 + 8[/dice]
[dice= MW Silversheen Elven Curve Blade]1d20 +12[/dice]
[dice=Rejuvenate Eidolon (Lesser)]1d10+5[/dice] [dice=Lay on Hands(Healing+Fatigue/Diseased Mercies)]3d6[/dice]
[dice=Slam Attack! w/Smite Evil!]1d20 + 11 + 3[/dice]
[dice= MW Silversheen Elven Curve Blade w/Smite Evil!]1d20 +12 + 3[/dice]
[spoiler=Smite Evil (Notes)]If the target of smite evil is an outsider with the evil subtype, an evil-aligned dragon, or an undead creature, the bonus to damage on the first successful attack increases to 2 points of damage per level the paladin possesses. Regardless of the target, smite evil attacks automatically bypass any DR the creature might possess. In addition, while smite evil is in effect, the paladin gains a deflection bonus equal to her Charisma modifier (if any) to her AC against attacks made by the target of the smite. If the paladin targets a creature that is not evil, the smite is wasted with no effect. The smite evil effect remains until the target of the smite is dead or the next time the paladin rests and regains her uses of this ability. [//spoiler] [spoiler=Divine Bond (Notes)]Upon reaching 5th level, a paladin forms a divine bond with her god. The first type of bond allows the paladin to enhance her weapon as a standard action by calling upon the aid of a celestial spirit for 1 minute per paladin level. When called, the spirit causes the weapon to shed light as a torch. At 5th level, this spirit grants the weapon a +1 enhancement bonus. For every three levels beyond 5th, the weapon gains another +1 enhancement bonus, to a maximum of +6 at 20th level. These bonuses can be added to the weapon, stacking with existing weapon bonuses to a maximum of +5, or they can be used to add any of the following weapon properties: axiomatic, brilliant energy, defending, disruption, flaming, flaming burst, holy, keen, merciful, and speed. Adding these properties consumes an amount of bonus equal to the property’s cost (see Table: Melee Weapon Special Abilities). These bonuses are added to any properties the weapon already has, but duplicate abilities do not stack. If the weapon is not magical, at least a +1 enhancement bonus must be added before any other properties can be added. The bonus and properties granted by the spirit are determined when the spirit is called and cannot be changed until the spirit is called again. The celestial spirit imparts no bonuses if the weapon is held by anyone other than the paladin but resumes giving bonuses if returned to the paladin. These bonuses apply to only one end of a double weapon. A paladin can use this ability once per day at 5th level, and one additional time per day for every four levels beyond 5th, to a total of four times per day at 17th level. [//spoiler] [dice=Pellet Blast: Piercing Damage(Ref1/2)]3d8[/dice]
[dice=Ring of the Ram Attack]1d20 + 9[/dice]
[dice=CMB Ram (vs. CMD Bull Rush)@1 Charge]1d20 + 17[/dice]
[spoiler=Ring of the Ram!]
Pellet Blast Ammo:
Current Pellet Blast spell Ammo: 5x Adamantine (100 gp ea) 2x Cold Iron (50gp ea) ?x Silver (20gp ea) Expanded Summon Monster:
1st Level Baboon* (primate) Vulture* 2nd Level Giant weasel* Ram* (herd animal) 3rd Level Arbiter (inevitable) Velociraptor (dinosaur) 4th Level Crysmal Foo lion 5th Level Emperor cobra* (snake) Styracosaurus (dinosaur) 6th Level Allosaurus* (dinosaur) Axiomite 7th Level Avoral (agathion) Movanic deva (angel) 8th Level Kolyarut (inevitable) Leonal (agathion) 9th Level Couatl Storm giant Desc:
Keldor is a good looking young man with blond-brown hair, fair skin, and freckles. He has both a stern gaze and a gentle smile. His Eidolon looks like a steampunk golem or suit of full armor made of mithril and with elven features. His summoner's symbol is the Whisthawk family symbol which glows a light green on his "helmet's" forehead. The whisthawk family symbol is two crossed arrows over a compass rose. New GAME TREASURE CARRYING:
(w/Whisthawk Family Eidolon- "Gauntlet" Inevitable Subtype)
Implacable and ceaseless in their fight against chaos and those who break natural laws, inevitables make loyal, if literal-minded, companions for lawful summoners. Summoners of inevitables generally get along well with axiomites, who share their understanding of the process of forging and modifying an inevitable. Inevitable eidolons appear as a mixture between clockwork constructs and idealized humanoid statues. Eidolon Base Form: Medium Biped (limbs [arms], limbs [legs], slam).
Statistics (w/Eidolon)
Defense
Saving Throws:
Offense
Ranged :
Special Attacks:
Aura of Good (Ex): The power of a paladin's aura of good (see the detect good spell) is equal to her paladin level. Detect Evil (Sp): At will, a paladin can use detect evil, as the spell. A paladin can, as a move action, concentrate on a single item or individual within 60 feet and determine if it is evil, learning the strength of its aura as if having studied it for 3 rounds. While focusing on one individual or object, the paladin does not detect evil in any other object or individual within range. Smite Evil (Su): Once per day, a paladin can call out to the powers of good to aid her in her struggle against evil. As a swift action, the paladin chooses one target within sight to smite. If this target is evil, the paladin adds her Charisma bonus (if any) to her attack rolls and adds her paladin level to all damage rolls made against the target of her smite. If the target of smite evil is an outsider with the evil subtype, an evil-aligned dragon, or an undead creature, the bonus to damage on the first successful attack increases to 2 points of damage per level the paladin possesses. Regardless of the target, smite evil attacks automatically bypass any DR the creature might possess. In addition, while smite evil is in effect, the paladin gains a deflection bonus equal to her Charisma modifier (if any) to her AC against attacks made by the target of the smite. If the paladin targets a creature that is not evil, the smite is wasted with no effect. The smite evil effect remains until the target of the smite is dead or the next time the paladin rests and regains her uses of this ability. At 4th level, and at every three levels thereafter, the paladin may smite evil one additional time per day, as indicated on Table: Paladin, to a maximum of seven times per day at 19th level. Divine Grace (Su): At 2nd level, a paladin gains a bonus equal to her Charisma bonus (if any) on all saving throws. Lay On Hands (Su): Beginning at 2nd level, a paladin can heal wounds (her own or those of others) by touch. Each day she can use this ability a number of times equal to 1/2 her paladin level plus her Charisma modifier. With one use of this ability, a paladin can heal 1d6 hit points of damage for every two paladin levels she possesses. Using this ability is a standard action, unless the paladin targets herself, in which case it is a swift action. Despite the name of this ability, a paladin only needs one free hand to use this ability. Alternatively, a paladin can use this healing power to deal damage to undead creatures, dealing 1d6 points of damage for every two levels the paladin possesses. Using lay on hands in this way requires a successful melee touch attack and doesn't provoke an attack of opportunity. Undead do not receive a saving throw against this damage. Aura of Courage (Su): At 3rd level, a paladin is immune to fear (magical or otherwise). Each ally within 10 feet of her gains a +4 morale bonus on saving throws against fear effects. This ability functions only while the paladin is conscious, not if she is unconscious or dead. Divine Health (Ex): At 3rd level, a paladin is immune to all diseases, including supernatural and magical diseases, including mummy rot. Mercy (Su): At 3rd level, and every three levels thereafter, a paladin can select one mercy. Each mercy adds an effect to the paladin's lay on hands ability. Whenever the paladin uses lay on hands to heal damage to one target, the target also receives the additional effects from all of the mercies possessed by the paladin. A mercy can remove a condition caused by a curse, disease, or poison without curing the affliction. Such conditions return after 1 hour unless the mercy actually removes the affliction that causes the condition.
Divine Bond (Sp):Upon reaching 5th level, a paladin forms a divine bond with her god. This bond can take one of two forms. Once the form is chosen, it cannot be changed. The first type of bond allows the paladin to enhance her weapon as a standard action by calling upon the aid of a celestial spirit for 1 minute per paladin level. When called, the spirit causes the weapon to shed light as a torch. At 5th level, this spirit grants the weapon a +1 enhancement bonus. For every three levels beyond 5th, the weapon gains another +1 enhancement bonus, to a maximum of +6 at 20th level. These bonuses can be added to the weapon, stacking with existing weapon bonuses to a maximum of +5, or they can be used to add any of the following weapon properties: axiomatic, brilliant energy, defending, disruption, flaming, flaming burst, holy, keen, merciful, and speed. Adding these properties consumes an amount of bonus equal to the property’s cost (see Table: Melee Weapon Special Abilities). These bonuses are added to any properties the weapon already has, but duplicate abilities do not stack. If the weapon is not magical, at least a +1 enhancement bonus must be added before any other properties can be added. The bonus and properties granted by the spirit are determined when the spirit is called and cannot be changed until the spirit is called again. The celestial spirit imparts no bonuses if the weapon is held by anyone other than the paladin but resumes giving bonuses if returned to the paladin. These bonuses apply to only one end of a double weapon. A paladin can use this ability once per day at 5th level, and one additional time per day for every four levels beyond 5th, to a total of four times per day at 17th level. If a weapon bonded with a celestial spirit is destroyed, the paladin loses the use of this ability for 30 days, or until she gains a level, whichever comes first. During this 30-day period, the paladin takes a –1 penalty on attack and weapon damage rolls. Bond Senses (Su): 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 maximum 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. [Synthesist]Shielded Meld (Ex): At 4th level, whenever the synthesist is fused with his eidolon, he gains a +2 shield bonus to his Armor Class and a +2 circumstance bonus on his saving throws. This ability replaces shield ally. [Synthesist]Maker’s Jump (Sp): At 6th level, whenever the synthesist is fused with his eidolon, the synthesist can cast dimension door as a spell-like ability using his caster level. This ability only affects the fused synthesist and eidolon. The synthesist can use this ability once per day at 6th level, plus one additional time per day for every six levels beyond 6th. This ability replaces maker’s call and transposition. SQ:
*Improved Natural Armor. +2 Natural Armor (Cost 1pt @ 1st level)
Summoner Spellcasting (Spontaneous):
Paladin Spellcasting (Memorized) Effective Caster Level = '-3'
Skills:4/lvl
Background Skills: (+2/lvl)
Languages: Common, Elven, Draconic, Gnome, Kellid, Orc, Aklo, Androffan, Celestial, Infernal, Giant Feats:
Fused Eidolon (Synthesist)
While fused, the synthesist loses the benefits of his armor. He counts as both his original type and as an outsider for any effect related to type, whichever is worse for the synthesist. Spells such as banishment or dismissal work normally on the eidolon, but the synthesist is unaffected. Neither the synthesist nor his eidolon can be targeted separately, as they are fused into one creature. The synthesist and eidolon cannot take separate actions. While fused with his eidolon, the synthesist can use all of his own abilities and gear, except for his armor. In all other cases, this ability functions as the summoner’s normal eidolon ability (for example, the synthesist cannot use his summon monster ability while the eidolon is present). This ability replaces the class’s eidolon ability, bond senses, and life bond. SQ:
Bond Senses (Su) 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 maximum 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.
Ion Tape (2 rolls)
Ring of Protection +1 (wearing)
Cloak of the Hedge Wizard
+1 composite Longbow (+2 Str)
+1 Chainsaw (10 Charges Max) Potion of cure moderate wounds x2
Lesser Evolution Surge (Possible Evolutions):
1-Point Evolutions Gills (Ex): The eidolon has gills and can breathe underwater indefinitely. Improved Damage (Ex): One of the eidolon's natural attacks is particularly deadly. Select one natural attack form and increase the damage die by one step. This evolution can be selected more than once. Its effects do not stack. Each time the eidolon selects this evolution, it applies to a different natural attack. Improved Natural Armor (Ex): The 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, plus one additional time for every 5 levels the summoner possesses. Each additional time it's taken, the bonus increases by 2. Push (Ex): The 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 the eidolon succeeds at this check, it pushes the target of the attack 5 feet directly away from it. This ability works only on creatures of a size category 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 the eidolon's attacks is capable of striking foes at a distance. Select one attack. The eidolon's reach with that attack increases by 5 feet. Resistance (Ex): The 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). Select one energy type (acid, cold, electricity, fire, or sonic). The eidolon gains resistance 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 the eidolon selects this evolution, it applies to a different energy type. Swim (Ex): The eidolon gains webbed hands, webbed feet, or powerful flippers, giving it a swim speed equal to its base speed. This evolution does not give the eidolon the ability to breathe underwater. This evolution can be selected more than once. Each additional time it is selected, increase the eidolon's swim speed by 20 feet. 2-Point Evolutions
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