Harighal

Jack Eberheart's page

2 posts. Alias of Xyndar Illambra.


About Jack Eberheart

Jack Eberheart
Male human unchained summoner 1 (Pathfinder Unchained 25)
CG Medium humanoid (human)
Init +2; Senses Perception +0
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Defense
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AC 16, touch 12, flat-footed 14 (+4 armor, +2 Dex)
hp 12 (1d8+4)
Fort +0, Ref +2, Will +2
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Offense
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Speed 30 ft. (20 ft. in armor)
Melee dagger +2 (1d4-1/19-20) or
. . unarmed strike +2 (1d3-1 nonlethal)
Ranged light crossbow +2 (1d8/19-20)
Summoner (Unchained) Spell-Like Abilities (CL 1st; concentration +4)
. . 6/day—summon monster I
Summoner (Unchained) Spells Known (CL 1st; concentration +4)
. . 1st (2/day)—mage armor, lesser rejuvenate eidolon[APG]
. . 0 (at will)—acid splash, detect magic, light, read magic
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Statistics
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Str 9, Dex 15, Con 10, Int 14, Wis 10, Cha 17
Base Atk +0; CMB +2; CMD 11
Feats Agile Maneuvers, Precise Shot, Toughness
Traits affable, sacred touch
Skills Acrobatics -1 (-5 to jump), Diplomacy +7 (+9 to gather information.), Handle Animal +7, Knowledge (arcana) +6, Knowledge (planes) +6, Knowledge (religion) +6, Linguistics +6, Spellcraft +6
Languages Abyssal, Celestial, Common, Infernal
SQ eidolon (unchained), finesse weapon attack attribute, life link
Other Gear chain shirt, crossbow bolts (10), dagger, light crossbow, backpack, belt pouch, flint and steel, soap, torch, trail rations (5), waterskin, 94 gp, 11 sp, 9 cp
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Special Abilities
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Agile Maneuvers Use DEX instead of STR for CMB
Eidolon (Unchained) Can summon a powerful aspect of an outsider.
Finesse Weapon Attack Attribute Finesse weapons use Dexterity on attack rolls.
Life Link (Su) Damage that dismisses Eidolon can be taken by you. It weakens if not in 100 ft.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Summon Monster I (6/day) (Sp) Standard action summon lasts minutes, but only 1 active at a time and can't be used with eidolon.

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Abaddon CR –
Biped
CG Medium outsider (angel)
Init +1; Senses darkvision 60 ft.; Perception +4
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Defense
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AC 15, touch 11, flat-footed 14 (+1 Dex, +4 natural)
hp 11 (1d10+1)
Fort +3, Ref +1, Will +2; +4 bonus vs. poison
Resist acid 5, cold 5
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Offense
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Speed 30 ft.
Melee unarmed strike +4 (1d3+3 nonlethal) or
. . slam +4 (1d8+4)
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Statistics
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Str 16, Dex 12, Con 13, Int 7, Wis 10, Cha 11
Base Atk +1; CMB +4; CMD 15
Feats Cleave, Combat Expertise, Deadly Aim, Power Attack
Skills Acrobatics +5, Heal +4, Perception +4, Sense Motive +4
Languages Common
SQ angel save bonus, finesse weapon attack attribute
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Special Abilities
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Angel Save Bonus +4 to save vs. poison.
Cleave If you hit a foe, attack an adjacent target at the same attack bonus but take -2 AC.
Combat Expertise +/-1 Bonus to AC in exchange for an equal penalty to attack.
Darkvision (60 feet) You can see in the dark (black and white only).
Deadly Aim -1/+2 Trade a penalty to ranged attacks for a bonus to ranged damage.
Energy Resistance, Acid (5) You have the specified Energy Resistance against Acid attacks.
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Finesse Weapon Attack Attribute Finesse weapons use Strength on attack rolls.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.