Human

Grim Vargas's page

6 posts. Alias of RedAssassin.


Full Name

Grim Vargas

Race

Human

Classes/Levels

6 Summoner

Gender

M

Size

M

Age

22

Special Abilities

Summon monster (I-III) 8 x a day

Alignment

CG

Languages

Common

Occupation

Adventurer

Strength 10
Dexterity 16
Constitution 12
Intelligence 10
Wisdom 10
Charisma 20

About Grim Vargas

description:
Grim Vargas if nothing else is a charming man, A winning smile and looks to kill, A deadly shot with his electric crossbow and deep dark secret, at the beck and call of his soothing voice lurk dark things

personality:
Grim is extremely self serving and finds it had to trust anyone, but when he has found an ally, he is commited to the end and is willing to go all or nothing everytime for a true friend.

background:
Grim felt like he was always the big fish in a little pond and as such it has forced him to find greater waters. from when he was a boy in the small town of Ostoies, where he and his wild beast would fight off the hill goblins and teach them time in again why the didn't belong in his village. Eventually after he had practiced with his grandfathers cross bow long enough, he and Gnarl knack(who was just a "small" pincer calf at the time.)set off to put a final end to the goblins of the hill. They waited until dawn and then sprung upon the unsuspecting camp of goblins fighting them until they fled further into the hills, with a few years of peace and quite he left his child hood home for bigger adventure and wilder stories. He sought to see the world and vanuish its evils. drink its spirits and win its glory!

basics:

Hp=33

BAB+4
Melee 4+0=4
Range4+3=7

Fort=+2 +1+1=4
REF=+2+3=5
Will= +5+0=0

AC=10+7ac+3dex=20
Touch=13
FF=17

+1 Crossbow = 1d20+9;2d6+1 within 30ft 1d20+8;2d6+1 past that

spells:
6 1st level spells a day

4 2nd level spells a day

Known spells
0-6
0-Level Summoner Spells
Acid Splash
Detect Magic
Daze
Light
Read Magic
Mage Hand

Cast 6 per day
1st-Level Summoner Spells
Summon Monster I
Expeditious Retreat
Identify
Mage Armor

Cast 4 per day
2nd-Level Summoner Spells
Invisibility
Spider Climb
Summon Monster II
Bull’s Strength

abilities:
Cantrips: A summoner learns a number of cantrips,
or 0-level spells, as noted on Table 3–2 under “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.
A summoner can summon his eidolon once per day in
a ritual that takes 1 minute to perform. When summoned
in this way, the eidolon hit points are unchanged from
the last time it was summoned. The only exception to
this is if the eidolon was slain, in which case it returns
with half its normal hit points. The eidolon remains
until dismissed by the summoner (a standard action). If
the eidolon is sent back to its home plane due to damage,
it cannot be summoned again until the following day.
The eidolon cannot be sent back to its home plane by
means of dispel magic, but spells such as dismissal and
banishment work normally.
The eidolon takes a form shaped by the summoner’s
desires. The eidolon’s Hit Dice, saving throws, skills,
feats, and abilities are tied to the summoner’s class level
and increase as the summoner gains levels. In addition,
each eidolon receives a pool of evolution points, based
on the summoner’s class level, that can be used to give
the eidolon different abilities and powers. Whenever
the summoner gains a level, he must decide how these
points are spent, and they are set until he gains another
level of summoner.
The eidolon’s physical appearance is up to the
summoner, but it always appears as some sort of
fantastical creature. This control is not f ine enough
to make the eidolon appear like a specif ic creature.
The eidolon also bears a glowing rune that is identical
to a rune that appears on the summoner’s forehead
as long as the eidolon is summoned. While this rune
can be hidden through mundane means, it cannot be
concealed through magic that changes appearance,
such as alter self or polymorph (although invisibility does
conceal it as long as the spell lasts).

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, sacrif ice any number of hit
points. Each hit point sacrif iced 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 theeidolon 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.

Maker’s Call (Su): At 6th level, as a standard action, a
summoner can call his eidolon to his side. This functions
as dimension door, using the summoner’s caster level. When
used, the eidolon appears adjacent to the summoner (or
as close as possible if all adjacent spaces are occupied).
If the eidolon is out of range, the ability is wasted. The
summoner can use this ability once per day at 6th level,
plus one additional time per day for every four levels
beyond 6th.

traits:
Resilient
Growing up in a violent neighborhood or in the unforgiving wilds often forced you to subsist on food and water from doubtful sources. You’ve built up your mettle as a result, and gain a +1 trait bonus on Fortitude saves. Source: Second Darkness Player's Guide.
Diabolical Dabbler
Each fiendish animal you conjure with any summon spell gains +1 hit point per hit die for the duration of the spell that summoned it.

feats:
Point-Blank Shot (Combat)
You are especially accurate when making ranged attacks against close targets.
Benefit: You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.

Rapid Shot (Combat)
You can make an additional ranged attack.
Prerequisites: Dex 13, Point-Blank Shot.
Benefit: When making a full-attack action with a ranged weapon, you can fire one additional time this round. All of your attack rolls take a –2 penalty when using Rapid Shot.

Spell Focus conjuration
Choose a school of magic. Any spells you cast of that school are more difficult to resist.
Benefit: Add +1 to the Difficulty Class for all saving throws against spells from the school of magic you select.
Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new school of magic.

Augment Summoning
Your summoned creatures are more powerful and robust.
Prerequisite: Spell Focus (conjuration).
Benefit: Each creature you conjure with any summon spell gains a +4 enhancement bonus to Strength and Constitution for the duration of the spell that summoned it.

skills:

Craft (Int)
Fly (Dex)
Handle Animal (Cha)4+5=9
Knowledge (all) (Int),
Linguistics(Int)
Profession (Wis)
Ride (Dex)2+3=5
Spellcraft (Int)
Use Magic Device (Cha)

gear:

Elven Chainmail +1 6,300 gp +7 +4 –1 20% 30 ft. 20 ft. 20 lbs

Crossbow, heavy shock+1 8050 gp 1d8 1d10+1 19–20/×2 120 ft. 8lbs. P —
Bolts, crossbow (40) 4 gp — — — — 4 lb. —
Upon command, a shock weapon is sheathed in crackling electricity that deals an extra 1d6 points of electricity damage on a successful hit. The electricity does not harm the wielder. The effect remains until another command is given.

Bag of holding Type I: 25 lbs. 250 lbs. 30 cubic ft. 2,500gp

Chain shirt barding 100 gpx4 (400gp)+4 +4 –2 20% 30 ft. 20 ft. 25 lbs.
Bit and bridle 2 gp 1 lb.
Military saddle 20 gp 30 lbs.

in bag of holding type I:

with a capacity of 250lbs, it has 7 lbs left. and contains the 350gp 4sp worth of goods. conveinently tied at his waist.

136pp 13gp 6sp

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),40 rations,silk rope, sack(rations),sealing wax, sewing needle, shovel, signal whistle, signet ring, sledge,soap, tent,vial (empty),10 waterskins, whetstone

Eidolon: Gnarlknack
------------------

description:

The Horned Grnalknack. The bright red beast has the head of a scorpion with a pair of obscenely huge bull horns on it,the body is that of a dire bull, where a bull would have one tail it has two much larger scorpion tails. looking slightly out of place on the creature it is dressed in Chain shirt barding and has a saddle on its back.

Name: Scoruas


basics:

Size Large;
hp:47
Speed 40 ft.;
AC +4 natural armor; –1 size+ 3dex +4 armor
Ac =20 touch= 16 FF=17

Saves Fort +4, Ref +4, Will +1

Attacks:
Primary bite(1d8); Sting x2(1d8) Gore (2d6)

Bab+5
Primary Melee 5+7=+12

Ability Scores
Str 24 +7
Dex 14 +2
Con 18 +4
Int 7 -2
Wis 10 +0
Cha 11 +0


skills:

Skills 20pts
Acrobatics(dex)
Bluff(Cha)
Climb(str)
Craft (Int),
Knowledge (planes) (Int),
Perception(Wis)
Sense Motive (Wis)
Stealth (Dex)
Survival
Swim(str)
a –2 penalty on Fly skill checks, and a –4 penalty on Stealth
+4 acrobatics

evolutions:

Free Evolutions bite,
limbs (legs) (2).

Large (Ex): An eidolon grows in size, becoming Large.
The eidolon gains a +8 bonus to Strength, a +4 bonus
to Constitution, and a +2 bonus to its natural armor.
It takes a –2 penalty to its Dexterity. This size change
also gives the creature a –1 size penalty to its AC and
on attack rolls, a +1 bonus to its CMB and CMD, a –2
penalty on Fly skill checks, and a –4 penalty on Stealth
skill checks. If the eidolon has the biped base form, it
also gains 10 foot reach. The eidolon must be Medium
to take this evolution. The summoner must be at least
6th level before selecting this evolution.

Bite (Ex): An eidolon’s maw is full of razor-sharp teeth,
giving it a bite attack. This attack is a primary attack. The
bite deals 1d6 points of damage (1d8 if Large, 2d6 if Huge).
If the eidolon already has a bite attack, this evolution
allows it to deal 1-1/2 times its Strength modifier on
damage rolls made with its bite.

2 Tail (x2): An eidolon grows a long, powerful tail. This
grants it a +2 racial bonus on Acrobatics checks made to
balance on a surface. This evolution can be selected more
than once.

(improved natural attack feat)
Gore (Ex): An eidolon grows a number of horns on its
head, giving it a gore attack. This attack is a primary
attack. The gore deals 1d6 points of damage (1d8 if Large,
2d6 if Huge).

(improved natural attack feat)
2 Stingers (x2): An eidolon possesses a long, barbed
stinger at the end of its tail, granting it a sting attack.
This attack is a primary attack. The sting deals 1d4
points of damage (1d6 if Large, 1d8 if Huge). The
eidolon must possess the tail evolution to take this
evolution. This evolution can be selected more than
once, but the eidolon must possess an equal number
of the tail evolution.

feats:

Armor Proficiency, Light
You are skilled at wearing light armor.
Benefit: When you wear a type of armor with which you are proficient, the armor check penalty for that armor applies only to Dexterity- and Strength-based skill checks.

Improved Natural Attack (gore)
Attacks made by one of this creature's natural attacks leave vicious wounds.
Prerequisite: Natural weapon, base attack bonus +4.
Benefit: Choose one of the creature's natural attack forms. The damage for this natural attack increases by one step on the following list, as if the creature's size had increased by one category. Damage dice increase as follows: 1d2, 1d3, 1d4, 1d6, 1d8, 2d6, 3d6, 4d6, 6d6, 8d6, 12d6.
A weapon or attack that deals 1d10 points of damage increases as follows: 1d10, 2d8, 3d8, 4d8, 6d8, 8d8, 12d8.

Improved Natural Attack (sting)
Attacks made by one of this creature's natural attacks leave vicious wounds.
Prerequisite: Natural weapon, base attack bonus +4.
Benefit: Choose one of the creature's natural attack forms. The damage for this natural attack increases by one step on the following list, as if the creature's size had increased by one category. Damage dice increase as follows: 1d2, 1d3, 1d4, 1d6, 1d8, 2d6, 3d6, 4d6, 6d6, 8d6, 12d6.
A weapon or attack that deals 1d10 points of damage increases as follows: 1d10, 2d8, 3d8, 4d8, 6d8, 8d8, 12d8.

Once for each, for Gore and Sting. Making all of these attacks operate at “huge” damage.


abilities:

Evasion (Ex): If an eidolon is subjected to an attack that
normally allows a Reflex save for half damage, it takes
no damage if it makes a successful saving throw.

Devotion (Ex): An eidolon gains a +4 morale bonus on
Will saves against enchantment spells and effects.

Darkvision (Ex): The eidolon has darkvision out to a
range of 60 feet.

Link (Ex): A summoner and his eidolon share a
mental link that 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.

Share Spells (Ex): The summoner may cast a spell
with a target of “You” on his eidolon (as a spell with
a range of touch) instead of on himself. A summoner
may cast spells on his eidolon even if the spells
normally do not affect creatures of the eidolon’s type (outsider).
Spells cast in this way must come from the
summoner spell list. This ability does not allow the
eidolon to share abilities that are not spells, even if
they function like spells.