About Inana
Inana
Biped (Claws) Summoner (Synthesist) 10
CN Small humanoid (gnome)
Init +2; Senses low-light vision; Perception +13
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Defense
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AC 17, touch 14, flat-footed 14 (+3 armor, +2 Dex, +1 size, +1 dodge)
hp 64 (10d8+20)
Fort +5 (+2 vs. poison (+4 vs. accidently poisoning yourself)), Ref +5, Will +8
Defensive Abilities fortification 25%, warden of nature; Resist electricity 2
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Offense
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Speed 20 ft.
Melee +1 returning dagger +10/+5 (1d3+2/19-20) and
. . reaper (sickle) +10/+5 (1d4+2+1d6 cold)
Special Attacks warden of nature
Spell-Like Abilities (CL 10th; concentration +14)
. . 7/day—summon monster
Gnome Spell-Like Abilities (CL 10th; concentration +14)
. . 1/day—dancing lights, ghost sound (DC 15), prestidigitation (DC 14), speak with animals
Summoner (Synthesist) Spells Known (CL 10th; concentration +14):
4th (2/day)—hold monster (DC 18), mass bull's strength
3rd (4/day)—greater invisibility, improved life conduit, rejuvenate eidolon, restore eidolon (DC 17)
2nd (5/day)—blur, invisibility, lesser restore eidolon (DC 16), resist energy, spider climb
1st (6/day)—daze monster (DC 15), grease (DC 15), jump, lesser rejuvenate eidolon, life conduit
0 (at will)—acid splash, daze (DC 14), guidance, light, mending, resistance
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Statistics
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Str 13, Dex 14, Con 15, Int 12, Wis 12, Cha 18
Base Atk +7; CMB +7; CMD 20
Feats Dodge, Mobility, Multiattack, Rending Claws, Spell Penetration
Traits child of nature, killer
Skills Climb +11, Perception +13, Stealth +16, Survival +14 (+16 to find food and water); Racial Modifiers +2 Perception
Languages Common, Elven, Gnome, Sylvan
SQ eidolon link, fused eidolon, fused link, knack with poison, maker's jump, share spells with eidolon, shielded meld
Combat Gear boots of escape; Other Gear +1 fortification (light) eel hide leather armor, +1 returning dagger, reaper (sickle), handy haversack, ring of sustenance, bedroll, belt pouch, belt pouch, cooking kit, everburning torch, flint and steel, mess kit, spell component pouch, tent, small, waterskin, 17,551 gp, 7 sp
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Special Abilities
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Boots of escape (1/day) Dimension Door 1/day to escape being grappled, pinned, or entangled.
Child of Nature (Survival) +2 Survival to find food and water, +1 Knowledge (Nature), and one of these is a class skill.
Eidolon Link (Ex) Mental link allows communication over any distance, but share magic item slots.
Energy Resistance, Electricity (2) You have the specified Energy Resistance against Electricity attacks.
Fortification 25% You have a chance to negate critical hits on attacks.
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 eidolo
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 sacrif
Killer Add weapon's critical modifier to its critical bonus damage.
Knack with Poison (Ex) +2 Craft (alchemy) to make poison, +2 save vs poison (+4 if accidentally expose yourself).
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Maker's Jump (1/day) (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 abi
Mobility +4 to AC vs. AoO provoked by moving out of or through a threatened area.
Rending Claws If you hit a foe with 2 claw attacks in a turn, add 1d6 precision damage to the second hit.
Ring of sustenance Immune to hunger and thirst, and only sleep two hours a night.
Share Spells with Eidolon (Ex) Your spells ignore type restrictions for Eidolon and it can recieve your personal spells.
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.
At 12th level, whenever the synthesist is fused wit
Summon Monster V (7/day) (Sp) Standard action summon lasts minutes, but only 1 active at a time and can't use with eidolon.
Warden of Nature +1 to hit and +2 AC vs. aberrations, oozes and vermin.
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FUSED STATE
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Inana
Biped (Claws) Summoner (Synthesist) 10
CN Medium humanoid (gnome)
Init +3; Senses low-light vision; Perception +13
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Defense
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AC 30, touch 14, flat-footed 26 (+2 shield, +3 Dex, +14 natural, +1 dodge)
hp 64 (10d8+20)
Fort +7 (+2 vs. poison (+4 vs. accidently poisoning yourself)), Ref +8, Will +10
Defensive Abilities warden of nature
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Offense
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Speed 30 ft., fly 30 ft. (good), fly 5 ft. (average)
Melee 2 claws +13 (1d6+5) and
. . sting +13 (1d4+5) and
. . tail slap +11 (1d6+2)
Special Attacks breath weapon, cone, poison, warden of nature
Spell-Like Abilities (CL 10th; concentration +14)
. . 7/day—summon monster
Gnome Spell-Like Abilities (CL 10th; concentration +14)
. . 1/day—dancing lights, ghost sound (DC 15), prestidigitation (DC 14), speak with animals
Summoner (Synthesist) Spells Known (CL 10th; concentration +14):
4th (2/day)—hold monster (DC 18), mass bull's strength
3rd (4/day)—greater invisibility, improved life conduit, rejuvenate eidolon, restore eidolon (DC 17)
2nd (5/day)—blur, invisibility, lesser restore eidolon (DC 16), resist energy, spider climb
1st (6/day)—daze monster (DC 15), grease (DC 15), jump, lesser rejuvenate eidolon, life conduit
0 (at will)—acid splash, daze (DC 14), guidance, light, mending, resistance
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Statistics
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Str 20, Dex 16, Con 15, Int 12, Wis 12, Cha 18
Base Atk +8; CMB +13; CMD 27 (can't be tripped)
Feats Dodge, Mobility, Multiattack, Rending Claws, Spell Penetration
Traits child of nature, killer
Skills Climb +15, Perception +13, Stealth +13, Survival +14 (+16 to find food and water); Racial Modifiers +2 Perception, tail
Languages Common, Elven, Gnome, Sylvan
SQ eidolon link, fused eidolon, fused link, knack with poison, maker's jump, share spells with eidolon, shielded meld
Combat Gear boots of escape; Other Gear +1 fortification (light) eel hide leather armor, +1 returning dagger, reaper (sickle), handy haversack, ring of sustenance, bedroll, belt pouch, belt pouch, cooking kit, everburning torch, flint and steel, mess kit, spell component pouch, tent, small, waterskin, 17,551 gp, 7 sp
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Special Abilities
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Breath Weapon (30' cone, 8d8 Acid damage) (1/day) (DC 12) (Su) Breath weapon
Flight (30 feet, Good) You can fly!
Flight (5 feet, Average) You can fly!
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 eidolo
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 sacrif
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Maker's Jump (1/day) (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 abi
Mobility +4 to AC vs. AoO provoked by moving out of or through a threatened area.
Poison: - Injury (DC 12) (Ex) Poison—Injury; save Fort DC 12; freq 1/rd for 4 rds; effect 1d4 Str; cure 1 save.
Rending Claws If you hit a foe with 2 claw attacks in a turn, add 1d6 precision damage to the second hit.
Share Spells with Eidolon (Ex) Your spells ignore type restrictions for Eidolon and it can recieve your personal spells.
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.
At 12th level, whenever the synthesist is fused wit
Summon Monster V (7/day) (Sp) Standard action summon lasts minutes, but only 1 active at a time and can't use with eidolon.
Tail (Ex) Tail grants +2 Acrobatics checks for balance.
Warden of Nature +1 to hit and +2 AC vs. aberrations, oozes and vermin.
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Inana considers herself a true child of the woods. As a baby, she was found and taken in by an enclave of Elven Druids who raised her as one of their own. It was a happy childhood, until a band of brigands came and slaughtered everyone. One was about to kill her, when she felt the presence of another being. Calling itself the Spirit of the Forest, it fused with the young Gnome, turning her into a killing machine of woodland vengeance. Since then, she has dedicated her life to protecting the forests from those that would corrupt it.
Inana doesn’t like interacting with other beings if she can help it, although, she is more likely to open up to an Elf, if anyone. She has a very deep reverence for the woods, and grows furious against those that cause harm to it, outside that necessary for survival or course. To those she perceives as a threat to nature, she will attack with full fury, and not stop until they either flee or she kills them. She mostly is able to accomplish this on her own, but if the task gets to be too much for her, Inana will call upon the Spirit of the Forest to aid her.