Baron Galdur Vendikon

Havandrier Meridoath's page

19 posts. Alias of Xzaral.


Race

Pure Blood Azlanti

Classes/Levels

Sythesist Summoner 20

Gender

Male

Size

Medium

Alignment

True Neutral

Languages

Human

Strength 18
Dexterity 18
Constitution 24
Intelligence 18
Wisdom 26
Charisma 28

About Havandrier Meridoath

Current HP: 300/300
Fused Form

Basics:

HP: 300
Fort: +18 (6base + 7con + 5resistance)
Ref: +15 (6base + 4dex + 5resistance)
Will: +27 (12base + 8wis + 5resistance + 2feat)
AC: 27 (10base + 4dex + 8armor + 5deflection) FF 23 T 19
BAB: +15/10/5
CMB: +19
CMD: 33
Speed: 30'

Trained Skills:

The summoner’s class skills are Craft (Int), Fly (Dex), Handle Animal (Cha), Knowledge (all) (Int), Linguistics (Int), Profession (Wis), Ride (Dex), Spellcraft (Int), and Use Magic Device (Cha).

Total=Ranks+Modifier+other

Acrobatics:
Appraise:
Bluff:
Climb:
Craft (???):
Diplomacy:
Disable Device:
Disguise:
Escape Artist:
Fly: 27=20+4+3
Handle Animal:
Heal:
Intimidate:
Know(Arcana): 11=4+4+3
Know(Dungeoneering): 11=4+4+3
Know(Engineering): 11=4+4+3
Know(Geography): 11=4+4+3
Know(History): 11=4+4+3
Know(Local): 11=4+4+3
Know(Nature): 11=4+4+3
Know(Nobility): 11=4+4+3
Know(Planes): 11=4+4+3
Know(Religion): 11=4+4+3
Linguistics:
Perception:
Perform (???):
Profession(Metallurgist):
Ride:
Sense Motive:
Sleight of Hand:
Spellcraft: 27=20+4+3
Stealth:
Survival:
Swim:
Use Magic Device: 32=20+9+3

Feats:

Combat Casting: You are adept at spellcasting when threatened or distracted.
Benefit: You get a +4 bonus on concentration checks made to cast a spell or use a spell-like ability when casting on the defensive or while grappled.

Extra Evolution: Your eidolon has more evolutions.
Prerequisites: Eidolon class feature.
Benefit: Your eidolon’s evolution pool increases by 1.
Special: This evolution can be taken once at 1st level, and again at 5th, 10th, 15th, and 20th. Taken 5 times.

Iron Will: You are more resistant to mental effects.
Benefit: You get a +2 bonus on all Will saving throws.

Power Attack (Combat): You can make exceptionally deadly melee attacks by sacrificing accuracy for strength.
Prerequisites: Str 13, base attack bonus +1.
Benefit: You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon.
When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2.
You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.

Dodge (Combat): Your training and reflexes allow you to react swiftly to avoid an opponents' attacks.
Prerequisite: Dex 13.
Benefit: 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.

Racial Abilities:

+2 to One Ability Score: Human characters get a +2 bonus to one ability score of their choice at creation to represent their varied nature.
Medium: Humans are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Humans have a base speed of 30 feet.
Bonus Feat: Humans select one extra feat at 1st level.
Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.
Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).

Synthesist Summoner Abilities:

Weapon and Armor Proficiency: Summoners are proficient with all simple weapons. Summoners are also proficient with light armor. A summoner can cast summoner spells while wearing light armor without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, a summoner wearing medium or heavy armor, or using a shield, incurs a chance of arcane spell failure if the spell in question has a somatic component. A multiclass summoner still incurs the normal arcane spell failure chance for arcane spells received from other classes.

Spells: A summoner casts arcane spells drawn from the summoner spell list. He can cast any spell he knows without preparing it ahead of time, assuming he has not yet used up his allotment of spells per day for the spell’s level.

To learn or cast a spell, a summoner must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a summoner’s spell is 10 + the spell level + the summoner’s Charisma modifier.

A summoner can cast only a certain number of spells of each spell level each day. His base daily spell allotment is given on Table: Summoner. In addition, he receives bonus spells per day if he has a high Charisma score (see Table: Ability Modifiers and Bonus Spells).

A summoner’s selection of spells is extremely limited. A summoner begins play knowing four 0-level spells and two 1st-level spells of the summoner’s choice. At each new summoner level, he gains one or more new spells as indicated on Table: Summoner Spells Known. (Unlike spells per day, the number of spells a summoner knows is not affected by his Charisma score. The numbers on Table: Summoner Spells Known are fixed.)

Upon reaching 5th level, and at every third summoner level thereafter (8th, 11th, and so on), a summoner can choose to learn a new spell in place of one he already knows. In effect, the summoner “loses” the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least one level lower than the highest-level summoner spell he can cast. A summoner may swap out only a single spell at any given level and must choose whether or not to swap the spell at the same time that he gains new spells known for the level.

Cantrips: A summoner learns a number of cantrips, or 0-level spells, as noted on Table: Summoner Spells Known 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.

Fused Eidolon:A synthesist summons the essence of a powerful outsider to meld with his own being. The synthesist wears the eidolon like translucent, living armor. The eidolon mimics all of the synthesist’s movements, and the synthesist perceives through the eidolon’s senses and speaks through its voice, as the two are now one creature.

While fused with his eidolon, the synthesist uses the eidolon’s physical ability scores (Strength, Dexterity, and Constitution), but retains his own mental ability scores (Intelligence, Wisdom, and Charisma). The synthesist gains the eidolon’s hit points as temporary hit points. When these hit points reach 0, the eidolon is killed and sent back to its home plane. The synthesist uses the eidolon’s base attack bonus, and gains the eidolon’s armor and natural armor bonuses and modifiers to ability scores. The synthesist also gains access to the eidolon’s special abilities and the eidolon’s evolutions. The synthesist is still limited to the eidolon’s maximum number of natural attacks. The eidolon has no skills or feats of its own. The eidolon must be at least the same size as the synthesist. The eidolon must have limbs for the synthesist to cast spells with somatic components. The eidolon’s temporary hit points can be restored with the rejuvenate eidolon spell.

While fused, the synthesist loses the benefits of his armor. He counts as both his original type and as an outsider for any effect related to type, whichever is worse for the synthesist. Spells such as banishment or dismissal work normally on the eidolon, but the synthesist is unaffected. Neither the synthesist nor his eidolon can be targeted separately, as they are fused into one creature. The synthesist and eidolon cannot take separate actions. While fused with his eidolon, the synthesist can use all of his own abilities and gear, except for his armor. In all other cases, this ability functions as the summoner’s normal eidolon ability (for example, the synthesist cannot use his summon monster ability while the eidolon is present).

This ability replaces the class’s eidolon ability, bond senses, and life bond.

Fused Link (Su):Starting at 1st level, the synthesist forms a close bond with his eidolon. Whenever the temporary hit points from his eidolon would be reduced to 0, the summoner can, as a free action, sacrifice any number of his own hit points. Each hit point sacrificed this way prevents 1 point of damage done to the eidolon (thus preventing the loss of the summoner’s temporary hit points), preventing the eidolon from being killed and sent back to its home plane.

This ability replaces life link.

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. Drawing upon this ability uses up the same power as the summoner uses to call his eidolon. As a result, he can only use this ability when his eidolon is not summoned. 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. These summon spells are considered to be part of his spell list for the purposes of spell trigger and spell completion items. In addition, he can expend uses of this ability to fufill the construction requirements of any magic item he creates, so long as he can use this ability to cast the required spell.

Shielded Meld (Ex): At 4th level, whenever the synthesist is fused with his eidolon, he gains a +2 shield bonus to his Armor Class and a +2 circumstance bonus on his saving throws.

This ability replaces shield ally.

Greater Shielded Meld (Ex): At 12th level, whenever the synthesist is fused with his eidolon, he gains a +4 shield bonus to his Armor Class and a +4 circumstance bonus on his saving throws.

This ability replaces greater shield ally.

Maker’s Jump (Sp): At 6th level, whenever the synthesist is fused with his eidolon, the synthesist can cast dimension door as a spell-like ability using his caster level. This ability only affects the fused synthesist and eidolon. The synthesist can use this ability once per day at 6th level, plus one additional time per day for every six levels beyond 6th.

This ability replaces maker’s call and transposition.

Aspect (Su): At 10th level, a summoner can divert up to 2 points from his eidolon’s evolution pool to add evolutions to himself. He cannot select any evolution that the eidolon could not possess, and he must be able to meet the requirements as well. He cannot select the ability increase evolution through this ability. Any points spent in this way are taken from the eidolon’s evolution pool (reducing the total number available to the eidolon). The summoner can change the evolutions he receives from these points any time he can change the eidolon’s evolutions.

Split Forms (Su): At 16th level, as a swift action, the synthesist and his fused eidolon can split into two creatures: the synthesist and the eidolon. Both have the same evolutions. The synthesist emerges in a square adjacent to the eidolon if possible. All effects and spells currently targeting the fused synthesist-eidolon affect both the synthesist and the eidolon.

The synthesist can use this ability for a number of rounds per day equal to his summoner level. He can end this effect at any time as a full-round action. For the duration of this effect, the eidolon functions as a normal eidolon of the summoner’s class level.

This ability replaces merge forms.

Greater Aspect (Su): At 18th level, a summoner can divert more of his eidolon’s evolutions to himself. This ability functions as the aspect ability, but up to 6 evolution points can be taken. Unlike the aspect ability, the eidolon loses 1 point from its evolution pool for every 2 points (or fraction thereof) diverted to the summoner.

Twin Eidolon (Su): At 20th level, a summoner and his eidolon share a true connection. As a standard action, the summoner can assume the shape of his eidolon, copying all of its evolutions, form, and abilities. His Strength, Dexterity, and Constitution scores change to match the base scores of his eidolon. He can choose to have any gear that he carries become absorbed by his new form, as with spells from the polymorph subschool. Items with continuous effects continue to function while absorbed in this way. The summoner loses his natural attacks and all racial traits (except bonus feats, skills, and languages) in favor of the abilities granted by his eidolon’s evolutions. The summoner retains all of his class features. The summoner can keep this form for a number of minutes per day equal to his summoner level. This duration does not need to be consecutive, but it must be spent in 1-minute increments. The summoner can end this effect as a free action.

Spells:

Spells per Day: 5+3/5+2/5+2/5+2/5+2/5+1
Concentration: +11
Spells Known: 6/6/6/6/6/5/5
0th - Detect Magic, Light, Mending, Arcane Mark, Read Magic, Message
1st - Reduce Person, Ant Haul, Identify, Lesser Rejuvenate Eidolon, Shield, Infernal Healing
2nd - Haste, Alter Self, Glide, Glitterdust, Summon Eidolon, Resist Energy
3rd - Water Breathing, Restore Eidolon, Rejuvenate Eidolon, Greater Invisibility, Dispel Magic, Stoneskin
4th - Baleful Polymorph, Transmogrify, Sending, Contact Other Plane, Greater Evolution Surge, Major Creation
5th - Greater Rejuvenat Eidolon, Banishment, Greater Teleport, Spell Turning, True Seeing
6th - Teleportation Circle, Greater Planar Binding, Dimensional Lock, Protection from Spells, Maze

Expensive Material Components:

Teleportation Circle (1000gp Amber Dust) 5 Castings
Protection from Spells (500gp Diamond) [1,000gp diamond per person] 5 castings, 5 gems
True Seeing (250gp eye ointment) 5 castings
Transmogrify (1000gp flask of quicksilver) 5 castings
Restore Eidolon (100gp or 1000gp Diamond Dust) 5 castings
Stoneskin (250gp Granite and Diamond Dust) 5 castings

Weapon Info:

Traits:

Focused Mind: Your childhood was either dominated by lessons of some sort (whether musical, academic, or other) or by a horrible home life that encouraged your ability to block out distractions and focus on the immediate task at hand.
Benefit: You gain a +2 trait bonus on concentration checks.

Diabolical Dabbler: Benefit: 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.

Equipment:

Manual of bodily health +5 (Used)
Staff of Life
Staff of Fire
Staff of Frost
Staff of Evocation
Efficient Quiver
Javelin of Lightning x 10
Handy Haversack
Bag of Holding Type 4
Explorer's Outfit
Noble's Outfit

Magic Items by Slot:

Armor:
Belts: Belt of physical perfection +6
Body:
Chest:
Eyes:
Feet: Boots of striding & springing
Hands:
Head:
Headband: Headband of mental superiority +6
Neck: Amulet of Mighty Fists +5
Ring: Ring of Protection +5
Ring: Ring of Sustenance
Shield:
Shoulders: Cloak of Resistance +5
Wrist: Bracers of Armor +8

Background:

WIP

Appearance:

A handsome man standing 6'3", wild black hair and blue eyes. Man this could use some work, I'll polish when using more right brain than left brain.

Personality:

Violentish? Noblish? meh, also a WIP.

Level Up Information:

Starting stats 10/10/10/10/16/16
4 into Charisma, 1 into Con