CN Medium Native Outsider (Fetchling; shadow caller)
PFS#: 131682
Init +2 (+2 Dex )
Defense
AC 16 (10 +3 Armor Bonus +2 Dex); Touch 12 (10 +2 Dex); Flat-Footed 14 (10 +3 Armor Bonus)
HP 12 (8 +1x3 +1x1HP Favored Class Bonus)
Fort Save +3 (+3 con); Ref Save +2 (+2 Dex); Will Save +1 (-1 Wis +2 Class)
Offense
Speed: Medium (30 ft) 20 ft with medium load
Melee: Morningstar
[one-handed] Atk: 1d20-2 (-2 str +0 BAB) (19x2)| Dmg: 1d8 -2
Ranged: Light crossbow
Atk: 1d20+2 (+2 Dex +0 BAB) (19x2)| Dmg: 1d8
Statistics
Str 7, Dex 14, Con 16, Int 12, Wis 8, Cha 18
Base Atk +0; CMB -2 (-2 Str +0 BAB); CMD 10 (10 -2 Str +2 Dex +0 BAB)
Feats (Other):
- Augment summoning
Traits (Racial):
- Shadow Blending (Su): Attacks against a fetchling in dim light have a 50% miss chance instead of the normal 20% miss chance.
- Shadowy Resistance: Fetchlings have cold resistance 5 and electricity resistance 5.
- Skilled: Fetchlings have a +2 racial bonus on Knowledge (planes) and Stealth checks.
- Spell-Like Abilities (Sp): A fetchling can use disguise self once per day as a spell-like ability. He can assume the form of any humanoid creature. A fetchling's caster level is equal to his total Hit Dice. When a fetchling reaches 9th level in any combination of classes, he gains shadow walk (self only) as a spell-like ability usable once per day as a spell-like ability. A fetchling's caster level is equal to his total Hit Dice. When a fetchling reaches 13th level in any combination of classes, he gains plane shift (self only, to the Shadow Plane or the Material Plane only) usable once per day as a spell-like ability. A fetchling's caster level is equal to his total Hit Dice.
- Darkvision 60 ft.
- Low light vision
Traits (Other):
- Dangerously Curious
- Two-World Magic (Prestidigitation)
Skills (Untrained):
Acrobatics +0 (-2 Armor Penalty +2 Dex)
Bluff +4 (+4 Cha)
Climb -4 (-2 str -2 ACP)
Diplomacy +4 (+4 Cha)
Heal -1 (-1 Wis)
Intimidate +4 (+4 cha)
Perception -1 (-1)
Ride 0 (-2 Armor Penalty +2 Dex)
Sense Motive -1 (-1 Wis)
Stealth +2 (-2 Armor Penalty +2 Dex +2 Race)
Survival -1 (-1 Wis)
Swim -4 (-2 str -2 ACP)
Skills (Trained):
knowledge (Arcana) +3 (+1 Rank, +3 Class, -1 Int)
Spellcraft +5 (+1 Rank +3 Class, +1 Int)
Use magic device +9 (+1 Rank, +3 Class, +1 trait, +4 Cha)
Languages: Common, Aklo
Equipment:
Combat gear: light crossbow (35gp, 4 lbs.); Morningstar (8 gp, 6 lbs.)
Wearing: Studded leather armor (25gp, 20lbs.); Patchwork cloak (5gp, 0.5lbs.)
Inventory:
Backpack (2gp, 2lbs.)
Chalk [x10] (each 1cp, -)
Crossbow bolts [x20] (1gp, 1lbs. per 10)
sack (empty) (1sp, 0.5lbs.)
Rations [2x] (0.5gp, 1lbs.)
spell component pouch (5gp, 2lbs.)
Greatsword (50gp, -lbs.)
Encumbrance: 40lbs.; Medium load, (Light Load up to 23lbs., Medium up to 46lbs., Heavy up to 70lbs.)
Money: 16gp 8sp 0cp
Class Info
Favored class: Summoner
Favored class bonus: Summoner (+1HP/SP)
Summoning Eidolon:
A shadow caller's eidolon is at once a thing of shadow called from the deep of the Shadow Plane and his own shadow; the two are inseparable. When his eidolon manifests, his shadow lengthens and finally detaches from him as a creature unto itself. For as long as the shadow caller's eidolon is manifested, he and the eidolon do not have distinct shadows, regardless of the presence or absence of light. This lack of a shadow replaces the magical symbol that identifies the summoner and his eidolon.
Spells prepared:
Orisons:
- Message
- Detect magic
- Open/close
- Mage hand
- Prestidigitation
Level 1 spells:
- Grease
- Mage armor
Saving throw DC:
10 + Spell level + Charisma modifier.
Eidolon:
Name: Belfin
Biped eidolon
CN Medium
Init +1; Perception +4
DEFENSE
AC 13, touch 11, flat-footed 13 (+1 Dex, +2 natural armor, +0 armor)
hp 11
Fort +3, Ref +1, Will +2
OFFENSE
Speed 30 ft.
Melee:
Greatsword +6; 2d6 + 6
Reach 5 ft.
STATISTICS
Str 18, Dex 12, Con 13, Int 7, Wis 10, Cha 11
Base Atk +1; CMB +1; CMD ... (19 vs. trip); SR 6
Feats: Martial weapon proficiency (Greatsword)
Evolutions: Reach (Weapon, 1); Ability increase (Strength, 2)
Traits:
- Senses Darkvision and low-light vision 60 ft.
- Cold & Electricity resistance 5
- Spell Resistance (SR) A shadow creature gains spell resistance (SR) equal to its new CR +5.
SKILLS
Knowledge Planes +3 (+1 Rank, +3 Class, -1 Int)
Perception +4 (+1 Rank, +3 class)
Sense Motive +4 (+1 Rank, +3 class)
Stealth +5 (+1 Rank, +3 Class, +1 Dex)
SPECIAL ABILITIES
- Shadow Blend (Su): In any condition of illumination other than bright light, a shadow creature blends into the shadows, giving it concealment (20% miss chance). A shadow creature can suspend or resume this ability as a free action.
- Link (Ex): A summoner and his eidolon share a mental link allows for communication across any distance (as long as they are on the same plane). This communication is a free action, allowing the summoner to give orders to his eidolon at any time. In addition, magic items interfere with the summoner’s connection to his eidolon. As a result, the summoner and his eidolon share magic item slots. For example, if the summoner is wearing a ring, his eidolon can wear no more than one ring. In case of a conf lict, the items worn by the summoner remain active, and those used by the eidolon become dormant. The eidolon must possess the appropriate appendages to utilize a magic item.
- 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 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.
EQUIPMENT
Greatsword (50gp, 8lbs.)