Akyrak

Grudge's page

4 posts. Alias of RedAssassin.


Full Name

Grudge

Race

eidolon

Classes/Levels

4hd

Gender

Male

Size

Medium

Age

infinite

Special Abilities

Dark vision, link, share spells, evasion

Alignment

CN

Deity

Erastil

Location

Im on a boat!

Languages

Common

Occupation

Sailor, Pirate, Privateer.

Strength 17
Dexterity 16
Constitution 13
Intelligence 7
Wisdom 10
Charisma 11

About Grudge

Grudge

basics:

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+3str

4 electric claw attacks @ 1d6 +1d6 electric +3str

[spoiler=Special abilities]

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.

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


feats:
Combat Reflexes (Combat)
You can make additional attacks of opportunity.
Benefit: You may make a number of additional attacks of opportunity per round equal to your Dexterity bonus. With this feat, you may also make attacks of opportunity while flat-footed.
Normal: A character without this feat can make only one attack of opportunity per round and can't make attacks of opportunity while flat-footed.
Special: The Combat Reflexes feat does not allow a rogue to use her opportunist ability more than once per round.

Stand Still (Combat)
You can stop foes that try to move past you.
Prerequisites: Combat Reflexes.
Benefit: When a foe provokes an attack of opportunity due to moving through your adjacent squares, you can make a combat maneuver check as your attack of opportunity. If successful, the enemy cannot move for the rest of his turn. An enemy can still take the rest of his action, but cannot move. This feat also applies to any creature that attempts to move from a square that is adjacent to you if such movement provokes an attack of opportunity.


skills:

Swim(str)10=4+3+3
Stealth (Dex)10=4+3+3
Climb(str)10=4+3+3
Intimidate(cha)8= 4+1+3

evolutions:

Free Evolutions bite, limbs (legs) (2).
8

2 pts Limbs (Ex): An eidolon grows an additional pair of limbs. These limbs can take one of two forms. They can be made into legs, complete with feet. Each pair of legs increases the eidolon’s base speed by 10 feet. Alternatively, they can be made into arms, complete with hands. The eidolon does not gain any additional natural attacks for an additional pair of arms, but it can take other evolutions that add additional attacks (such as claws or a slam). Arms that have hands can be used to wield weapons, if the eidolon is proficient. This evolution can be selected more than once.

2pts Claws x2 (Ex): An eidolon has a pair of vicious claws at the end of its limbs, giving it two claw attacks. These attacks are primary attacks. The claws deal 1d4 points of damage (1d6 if Large, 1d8 if Huge). The eidolon must have the limbs evolution to take this evolution. This evolution can only be applied to the limbs (legs) evolution once This evolution can be selected more than once, but the eidolon must possess an equal number of the limbs evolution.

2 Energy Attacks (Su): An eidolon’s attacks become charged with energy. Pick one energy type: acid, cold, electricity, or fire. All of the eidolon’s natural attacks deal 1d6 points of energy damage of the chosen type on a successful hit. The summoner must be at least 5th level before selecting this evolution.

1pt Improved Damage (claws)(Ex): One of the eidolon’s natural attacks is particularly deadly. Select one natural attack form and increase the damage die type by one step. 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.
1pt Improved Natural Armor (Ex): An 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 for every five levels the summoner possesses.