Lucretia Daellum Adella

Inlé Ebnalli's page

37 posts. Organized Play character for Meranthi.


Full Name

Inlé Ebnalli

Race

HP 17 || AC 17/13/15 | Fort +2, Ref +2, Will +4; +2 vs. illusions | Perc +1 (darkvision) | Stealth +6 | Speed 20 | Init +2 | Spells left: 1st 1/3 | Reroll: 0/1 | Campaign Coin: 1/1 | Active Conditions: mage armor ||

Classes/Levels

The Black Rabbit - Perception +5 | Stealth +6 | Fort +4, Ref +5, Will +0

Gender

N (she/her) gnome summoner 2 |

About Inlé Ebnalli

Inlé Ebnalli
Gnome unchained summoner 2
N Small humanoid (gnome)
Init +2; Senses darkvision 60 ft.; Perception +1
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Defense
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AC 17, touch 13, flat-footed 15 (+4 armor, +2 Dex, +1 size)
hp 17 (2d8+4)
Fort +2, Ref +2, Will +4; +2 vs. illusions
Defensive Abilities warden of nature
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Offense
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Speed 20 ft.
Melee cold iron dagger -1 (1d3-3/19-20)
Ranged mwk light crossbow +5 (1d6/19-20)
Special Attacks warden of nature
Spell-Like Abilities (CL 2nd; concentration +6)
1/day—bleed (DC 12), chill touch (DC 13), detect poison, touch of fatigue (DC 12)
Summoner (Unchained) Spell-Like Abilities (CL 2nd; concentration +6)
7/day—summon monster I
Summoner (Unchained) Spells Known (CL 2nd; concentration +6)
1st (3/day)—compel hostility, glue seal, shield
0 (at will)—acid splash, detect magic, guidance, mending, message
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Statistics
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Str 5, Dex 14, Con 14, Int 12, Wis 12, Cha 19
Base Atk +1; CMB -3; CMD 9
Feats Extra Evolution
Traits master of pentacles, twinned presence
Skills Acrobatics +2 (-2 to jump), Intimidate +9, Knowledge (arcana) +5, Knowledge (planes) +7, Perform (shadow puppets) +5, Spellcraft +5, Use Magic Device +8
Languages Common, Gnome, Shadowtongue, Sylvan
SQ bond senses (2 rounds/day), eidolon (unchained), life link
Combat Gear wand of cure light wounds, wand of lesser rejuvenate eidolon (50 charges), wand of mage armor (50 charges), acid (2);
Other Gear mithral shirt, cold iron dagger, crossbow bolts (10), mwk light crossbow, bedroll, belt pouch, chalk (5), flint and steel, masterwork backpack, mess kit, pot, soap, torch (10), trail rations (5), waterskin, 1,004 gp, 9 sp, 5 cp
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Special Abilities
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Bond Senses (2 rounds/day) (Su) As a standard action, you can share Eidolon's senses while on same plane.
Darkvision (60 feet) You can see in the dark (black and white only).
Eidolon (Unchained) Can summon a powerful aspect of an outsider.
Life Link (Su) Damage that dismisses Eidolon can be taken by you. It weakens if not in 100 ft.
Summon Monster I (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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The Black Rabbit
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Quadruped
CN Medium outsider (psychopomp)
Init +2; Senses darkvision 60 ft.; Perception +5
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Defense
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AC 16, touch 12, flat-footed 14 (+2 Dex, +4 natural)
hp 15 (2d10+4)
Fort +4, Ref +5, Will +0
Defensive Abilities evasion; Immune death effects, disease, poison
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Offense
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Speed 40 ft.
Melee bite +4 (1d6+2), 2 claws +4 (1d6+2)
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Statistics
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Str 15, Dex 15, Con 13, Int 7, Wis 10, Cha 11
Base Atk +2; CMB +4; CMD 16
Feats Combat Reflexes
Skills Acrobatics +7 (+11 to jump), Climb +6, Intimidate +4, Perception +5, Stealth +6, Survival +4
Languages Common
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Special Abilities
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Combat Reflexes (3 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Darkvision (60 feet) You can see in the dark (black and white only).
Evasion (Ex) If succeed on Reflex save for half dam, take none instead.
Immunity to Death Effects You are immune to death effects.
Immunity to Disease You are immune to diseases.
Immunity to Poison You are immune to poison.
Magic Attacks (Su) Your natural attacks are magic.