The APG says "Armor Bonus: The number noted here is the eidolon's base total armor bonus. This bonus may be split between an armor bonus and a natural armor bonus, as decided by the summoner. This number is modified by the eidolon's base form and some options available through its evolution pool. An eidolon cannot wear armor of any kind, as the armor interferes with the summoner's connection to the eidolon." Can anyone tell me why it would be better to have an armor bonus and not a natural armor bonus for an eidolon?
Just found it on the prd it says in equipment "Double Weapons: Dire flails, dwarven urgroshes, gnome hooked hammers, orc double axes, quarterstaves, and two-bladed swords are double weapons. A character can fight with both ends of a double weapon as if fighting with two weapons, but he incurs all the normal attack penalties associated with two-weapon combat, just as though the character were wielding a one-handed weapon and a light weapon. The character can also choose to use a double weapon two-handed, attacking with only one end of it. A creature wielding a double weapon in one hand can't use it as a double weapon—only one end of the weapon can be used in any given round." don't know if that helps.
About MakirutLost Lands: Lost City
Combat:
BAB +0
CMB +1 CMD 13 Melee
Whip +1 1d3+1(20/x2) -Nonlethal
Ranged
Conditions:n/a Skills :
Skills are listed as (medium load)/(combat load).
Acrobatics: -1/2 Appraise: 6 Bluff: 6 Climb: -2/1 Craft: 2 Diplomacy: 6 Disable Device: 4/7 Disguise: 2 Escape Artist: -1/2 Heal: 1 Intimidate: 8 Local(KN): 7 Untrained (KN): 3 Perception: 5 ORATORY(Perf): 6 Untrained(Perf): 2 Ride: -1/1 Sense Motive: 1 Sleight of Hand: 2 Stealth: 3/6 Survival: 1 Swim: -2/1 Spells:
L0 Bard-
Detect Magic Message Prestidigitation Read Magic L1 Bard-
Feats:
Armor Proficiency (Light)
Shield Proficiency Simple Weapon Proficiency++ longsword, rapier, sap, shortsword, shortbow, whip, falchion, and greataxe Toughness(L1 Feat) Additional Traits:[Vagabond Child, Armor Expert]-Campaign Bonus Feat Equipment & Inventory:
Studded Leather Armor 20lbs (25gp) +3AC ACheckPenalty-1
-Hardness 2 approx 5 itemHP. 1min to don. 5Rounds to don hastily. Long Sword 4lbs (15gp)
Whip 2lbs (1gp)
Shortbow 2lbs (30gp)
Outfit(Explorer's)
Encumbrance
Character Features:
Level 0
Access to one additional spell of L1/Day for CHA bonus Intimidating: Racial Bonus +2 to Intimidation Orc Blood: Counts as both Human and Orc for effects related to race. Orc Ferocity: 1/day if brought below 0HP, but not killed outright. 1/2 Orc has chance to fight on as if disabled for one round. Weapon Familiarity: Greataxes and Falchions. "Orc" weapons are martial weapons. Languages: (see above) Level 1 -Bardic Knowledge (bonus to knowledge skill checks) -Cantrips (4-L0, 3-L1) +Archaeologist's Luck (often relies on luck to see him through) Appearance:
A tall, broad gray-skinned man approaches you. By the silhouette, you can tell he bears the marks of orc-blood, and is unarmed. He carries fierce tusks, a rocky nose, jet hair and sharp ears bearing gold rings. His spindly mitts perch at ease on a broad black belt at his hips. The long jacket on the half-orc’s shoulders is a fading dark blue that hangs loosely open over a stained white shirt and dirty gray pants.
He walks deliberately, minding his boots upon the path. Every day, it is the same walk. Makirut meanders around the way pouting, thinking, taking it all in. At his neck, he wears a blue bandana with a silver compass. It is old; a sign of Sefagreth that contrasts his youthful face. Picture bio:
Background: As he would tell it, the half-orc was cast-out by family at birth. The Temple priests to Oghma in Bard's Gate supposedly took him in and raised him for a while. At some point, he ran away in search of his mother. The she-orc he found horrified him.
He was imprisoned as a slave in her tribe, and still bears the scars of his servitude. What he learned of Grotaag and the Orc ways terrified him to his core, so he ran away again. Once released, he traveled for most of his short adolescent life. He has led his life as a bard and occasional apprentice. Personality:
Motivation:What motivates him more than anything is his need to know. What training he has received is piecemeal so far. His bold independent streak has led him through a quick string of mentors: Longhunter rangers, frontier magicians, and rough merchants. Not all of them remember him fondly, but Makirut always means well.
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