![]()
About IzabelleRögna, her Eidolon, can be found here. Common Dice Rolls:
Standard Attack Actions [dice=Aid Another]1d20-1[/dice] [oo]Vs AC 10,[/ooc] Other Rolls
Botting Izabelle:
------------------------------ BOTTING IZABELLE ------------------------------ Common dice rolls are listed above. In Combat, Izabelle prefers to stay behind her Eidolon, using Aid Another with her Reach to give Rögna a +5 to his next attack roll, or +4 to his AC to the next attack against him. If it's too dangerous, she may use the "Demoralize" Standard Action to debuff a single enemy at a range. Out of Combat, Izabelle uses her Aid Another to assist others in CHA based skills, offering a +4 Bonus. As it is the responsibility of the player to play, if a GM is forced to bot me, they have 100% freedom to play her as they see fit.
Basic Information:
------------------------------ INFORMATION ------------------------------ Izabelle Pathfinder Society# 246666-2 Small Female TN Halfling Unchained Summoner 1 Initiative +2 (+2 DEX) Senses Perception +1 (+1 WIS) Languages Common Defense:
------------------------------ DEFENSE ------------------------------ AC 17, Touch 13, Flat-footed 15 (+4 Armor, +2 DEX, +1 Size) HP 10 (+8 Summoner 1, +2 CON) Fort +3 (+2 CON, +1 Halfling Luck) Ref +3 (+2 DEX, +1 Halfling Luck) Will +4 (+2 Summoner 1, +1 WIS, +1 Halfling Luck) CMD 9 (10 Base, +2 Dex, -1 Size, -2 STR) Offense:
------------------------------ OFFENSE ------------------------------ Speed 20 ft. (Base 30, -10 Slow) BaB 0 (Summoner 1) CMB -3 (-1 Size, -2 STR) Melee Small Longspear -1 (+1 Size, -2 STR) (1d4-2) (-2 STR) Ranged None Skills and Favored Class Bonuses:
------------------------------ SKILLS AND FAVORED CLASS BONUSES ------------------------------ Armor Check Penalty -2 (-2 Armor) Skill Ranks 2 (+1 Summoner 1 (INT Penalty Applied), +1 Favored Class Skill Bonus) Skills:
*These skills have Armor Check Penalty Applied Favored Class Bonuses
Traits and Feats:
------------------------------ TRAITS AND FEATS ------------------------------ Alternate Racial Traits: Creepy Doll (Replaces Keen Senses and Sure-Footed), Shadowplay (Replaces Weapon Familiarity). Background Traits: Helpful, Battlefield Disciple. Feats: Extra Evolution. Special Abilities:
------------------------------ SPECIAL ABILITIES ------------------------------ Weapon and Armor Proficiency Summoners are proficient with all simple weapons and 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 summoner still incurs the normal arcane spell failure chance for arcane spells granted by other classes. Eidolon A summoner begins play with the ability to summon to his side a powerful outsider called an eidolon. The eidolon forms a link with the summoner, who forever after summons an aspect of the same creature. Each eidolon has a subtype, chosen when the eidolon is first summoned, that determines its origin and many of its abilities. An eidolon must be within one alignment step of the summoner who calls it (so a neutral good summoner can call a neutral, lawful good, or chaotic good eidolon) and can speak all of his languages. An eidolon is treated as a summoned creature, except it is not sent back to its home plane until reduced to a number of negative hit points equal to or greater than its Constitution score. In addition, due to its tie to its summoner, an eidolon can touch and attack creatures warded by protection from evil and similar effects that prevent contact with summoned creatures. A summoner can summon his eidolon in a ritual that takes 1 minute to perform. When summoned in this way, the eidolon’s hit points are unchanged from the last time it was summoned. The only exception to this is if the eidolon was slain, in which case it returns with half its normal hit points. The eidolon does not heal naturally. The eidolon remains until dismissed by the summoner (a standard action). If the eidolon is sent back to its home plane due to death, it cannot be summoned again until the following day. The eidolon cannot be sent back to its home plane by means of dispel magic, but spells such as dismissal and banishment function normally. If the summoner is unconscious, asleep, or killed, his eidolon is immediately banished. The eidolon takes a form shaped by the summoner’s desires. The eidolon’s Hit Dice, saving throws, skills, feats, and abilities are tied to the summoner’s class level and increase as the summoner gains levels. In addition, each eidolon gains a pool of evolution points based on the summoner’s class level that can be used to give the eidolon different abilities and powers. Whenever the summoner gains a level, he must decide how these points are spent, and they are set until he gains another level of summoner. The eidolon’s physical appearance is up to the summoner, but it always appears as some sort of fantastical creature appropriate to its subtype. This control is not fine enough to make the eidolon appear like a specific creature. The eidolon also bears a glowing rune that is identical to a rune that appears on the summoner’s forehead as long as the eidolon is summoned. While this rune can be hidden through mundane means, it cannot be concealed through magic that changes appearance, such as alter self or polymorph (although invisibility does conceal it as long as the spell lasts). Life Link (Su) At 1st level, a summoner forms a close bond with his eidolon. Whenever the eidolon takes enough damage to send it back to its home plane, as a reaction to the damage, the summoner can sacrifice any number of hit points he has without using an action. Each hit point sacrificed in this way prevents 1 point of damage dealt to the eidolon. This can prevent the eidolon from being sent back to its home plane. In addition, the eidolon and the summoner must remain within 100 feet of one another for the eidolon to remain at full strength. If the eidolon is beyond 100 feet but closer than 1,000 feet, its current and maximum hit point totals are reduced by 50%. If the eidolon is more than 1,000 feet away but closer than 10,000 feet, its current and maximum hit point totals are reduced by 75%. If the eidolon is more than 10,000 feet away, it is immediately returned to its home plane. Current hit points lost in this way are not restored when the eidolon gets closer to its summoner, but its maximum hit point total does climb to the levels indicated and eventually returns to normal. Summon Monster I (Sp) 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 on this ability uses up the same power that the summoner uses to call his eidolon. As a result, he can use this ability only 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 1 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 from this spell-like ability immediately ends. These summon spells are considered to be part of the summoner’s spell list for the purposes of spell trigger and spell completion items. In addition, the summoner can expend uses of this ability to fulfill the construction requirements of any magic item he creates, so long as he can use this ability to cast the required spell.
Spells Per Day:
------------------------------ SPELLS PER DAY ------------------------------ 0: Cantrips 1: 3 (+1 Summoner 1, +2 CHA Modifier) Spells and SLAs:
------------------------------ SPELLS AND SPELL LIKE ABILITIES ------------------------------ Spell-Like Abilities: Summon Monster 1 8 Times Per Day when Eidolon is not summoned. (+3 Summoner 1, +5 CHA) Level 0 Spells: Read Magic, Detect Magic, Message, Mage Hand. Level 1 Spells: Mage Armor, Enlarge Person Gear and Possessions:
------------------------------ Gear and Possessions ------------------------------ Izabelle Carrying Capacity Light 0-20lb. Medium 21-40lb. Heavy 41-60lb. Current Load Carried 14.5lbs. Money 37 GP 9 SP 7 CP Equipment on Person Small Longspear (5gp, 4.5lbs) Studded Leather (25gp, 10lbs) Gear on Person None Rögna Carrying Capacity
Background:
WIP Appearance and Personality:
WIP |