Zasril

Guen's page

16 posts. Alias of bluedove.


Gender

HP 11/11 AC 18, touch 12, flat-footed 16 (+2 Dex, +2 natural, +4 MA )11

About Guen

GUEN (Eidolon of Isabeau)

Female Eidolon (Shadow Eidolon) 1
TN Medium outsider (eidolon)
Init +2; Senses Darkvision (60 ft.), Perception +4,

DEFENSE

Temporary Bonuses Applied Mage Armor,
AC 18, touch 12, flat-footed 16 (+2 Dex, +2 natural, +4 MA )
AC 14, touch 12, flat-footed 12 (+2 Dex, +2 natural, )
hp 11 (1d10)+1
Fort +3, Ref +4, Will +0
Resistances Cold 5, Electricity 5,

OFFENSE

Speed 40 ft.
Melee bite +3 (1d6+2)
Melee claw +3/+3 (1d4+2)

STATISTICS

Str 14, Dex 14, Con 13, Int 7, Wis 10, Cha 11
Base Atk +1; CMB +3; CMD 15
Feats Power Attack
Skills Acrobatics +6, Acrobatics (When Jumping) +2, Appraise -2, Climb +2, Craft (Untrained) -2, Escape Artist +2, Fly +2, Perception +4, Ride +2, Sense Motive +4, Stealth +6, Swim +2,
Languages Aklo, Common
SQ Claws Legs, Darkvision, Link, Share Spells,
Possessions

SPECIAL ABILITIES

Base Form: Quadruped
Starting Statistics: Size Medium; Speed 40 ft.; AC +2 natural armor; Saves Fort (good), Ref (good), Will (poor); Attack bite (1d6); Ability Scores Str 14, Dex 14, Con 13, Int 7, Wis 10, Cha 11.

Base Evolutions: At 1st level, shadow eidolons gain the resistance (cold) and resistance (electricity) evolutions. They also gain the ability to cast darkness as a spell-like ability three times per day. The caster level for this spell-like ability is equal to the eidolon’s Hit Dice.

Bite (Ex) The 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.
Claws Legs (Ex) The eidolon has a pair of vicious claws at the end of its limbs, giving it two claw attacks.

Darkvision (Ex) Range 60 ft.; Darkvision is the extraordinary ability to see with no light source at all, out to a range specified for the creature. Darkvision is black and white only (colors cannot be discerned). It does not allow characters to see anything that they could not see otherwise-invisible objects are still invisible, and illusions are still visible as what they seem to be. Likewise, darkvision subjects a creature to gaze attacks normally. The presence of light does not spoil darkvision.

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 conflict, the items worn by the summoner remain active, and those used by the eidolon become dormant. The eidolon must possess the appropriate appendages to use a magic item.

Shadow Eidolon Summoned from the dreary shadowscapes of the Shadow Plane, shadow eidolons are grim, colorless mockeries of creatures that inhabit the Material Plane. Shadow eidolons resent being pulled into the unbearable brightness of the Material Plane. Despite this, shadow eidolons serve their summoners with somberness, acknowledging that shadow cannot exist without light.

Share Spells (Ex) The summoner can 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 can 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.

Skills (Acrobatics, Climb, Escape Artist, Survival)

GUEN (Animal Companion of Daeris):

Female Companion Cat, Small (Leopard) Animal 2
TN Small animal
Init +5; Senses Low-Light Vision, Perception +5, Scent,

DEFENSE

AC 23, touch 17, flat-footed 17 (+5 armor, +5 Dex, +1 dodge, +1 natural, +1  size, )
hp 16 (3d8)+3
Fort +4, Ref +8, Will +2

OFFENSE

Speed 50 ft.
Melee bite +8 (1d4+1)
Melee claw +8/+8 (1d3+1)
Special Attacks Trip,

STATISTICS

Str 12, Dex 21, Con 13, Int 2, Wis 12, Cha 6
Base Atk +2; CMB +2; CMD 18 (22 vs. trip)
Feats Dodge, Weapon Finesse
Skills Acrobatics +5, Climb +5, Escape Artist +5, Fly +7, Intimidate -2, Perception +5, Stealth +13, Survival +1, Swim +1,
SQ Animal Traits, Bonus Tricks 1, Link, Low-Light Vision, Scent, Share Spells,
Animal Tricks Attack, Come, Defend, Down, Fetch, Track
Possessions barding +1 (chain shirt/small/mithral/nonhumanoid);

SPECIAL ABILITIES

Animal Traits (Ex) Animals breathe, eat, and sleep.
Bonus Tricks 1
Dodge You gain a +1 dodge bonus to your AC. A condition that makes you lose your Dex bonus to AC also makes you lose the benefits of this feat.
Link (Ex) A master can handle her animal companion as a free action, or push it as a move action, even if she doesn't have any ranks in the Handle Animal skill. The master gains a +4 circumstance bonus on all wild empathy checks and Handle Animal checks made regarding an animal companion.
Low-Light Vision (Ex) You can see x2 as far as humans in low illumination. Characters with low-light vision have eyes that are so sensitive to light that they can see twice as far as normal in dim light. Low-Light Vision is color vision. A spellcaster with low-light vision can read a scroll as long as even the tiniest candle flame is next to her as a source of light. Characters with low-light vision can see outdoors on a moonlit night as well as they can during the day.
Scent (Ex) You can detect approaching enemies, sniff out hidden foes, and track by sense of smell. You can identify familiar odors just as humans do familiar sights. You can detect opponents within 30 feet by sense of smell. If the opponent is upwind, the range increases to 60 feet; if downwind, it drops to 15 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at triple normal range. When you detect a scent, the exact location of the source is not revealed--only its presence somewhere within range. You can take a move action to note the direction of the scent. When you are within 5 feet of the source, you pinpoint the source's location. You can follow tracks by smell, making a Wisdom (or Survival) check to find or follow a track. The typical DC for a fresh trail is 10 (no matter what kind of surface holds the scent). This DC increases or decreases depending on how strong the quarry's odor is, the number of creatures, and the age of the trail. For each hour that the trail is cold, the DC increases by 2. The ability otherwise follows the rules for the Survival skill. When tracking by scent you ignore the effects of surface conditions and poor visibility.
Share Spells (Ex) The master may cast a spell with a target of "You" on her animal companion (as a spell with a range of touch) instead of on herself. A master may cast spells on her animal companion even if the spells normally do not affect creatures of the companion's type (animal). Spells cast in this way must come from a class that grants an animal companion. This ability does not allow the animal to share abilities that are not spells, even if they function like spells.
Trip (Ex) You can attempt to trip your opponent as a free action without provoking an attack of opportunity if you hit with the specified attack. If the attempt fails, you are not tripped in return.
Weapon Finesse With a light weapon, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls.

ANIMAL TRICKS

Attack The animal attacks apparent enemies. You may point to a particular creature that you wish the animal to attack, and it will comply if able. Normally, an animal will attack only humanoids, monstrous humanoids, giants, or other animals. Teaching an animal to attack all creatures (including such unnatural creatures as undead and aberrations) counts as two tricks. Animal will attack all creatures
Come The animal comes to you, even if it normally would not do so.
Defend The animal defends you (or is ready to defend you if no threat is present), even without any command being given. Alternatively, you can command the animal to defend another specific character.
Down The animal breaks off from combat or otherwise backs down. An animal that doesn't know this trick continues to fight until it must flee (due to injury, a fear effect, or the like) or its opponent is defeated.
Fetch The animal goes and gets something. If you do not point out a specific item, the animal fetches a random object.
Track The animal tracks the scent presented to it. (This requires the animal to have the scent ability.)

Female Small Cat(Leopard) | HP 16/16 | AC 23, T 17, FF 17 | HP 16 | Fort +4, Ref +8, Will +2 | Init +5 | Per +5 | Scent & Trip