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About Juan The FifthCR 4 Male Human summoner 5 TN medium humanoid (human) Init +4; Senses Perception +0, Languages Common AC 18, touch 13, flat-footed 16 hp 43 (5HD) Fort +4, Ref +4, Will +5 Speed 30 ft. (6 squares) Melee greataxe (two handed) -1 ((two handed) 1d12/x3) Face 5 ft. Reach 5 ft. Base Atk +3; CMB +3; CMD 16 Known Summoner Spells (CL 5th):
Abilities Str 10, Dex 15, Con 14, Int 10, Wis 10, Cha 18 Special Qualities Bond Senses, Bonus Feat, Cantrips, Eidolon, Life Link, Shield Ally, Skilled, Summon Monster, Feats Armor Proficiency, Light, Augment Summoning, Simple Weapon Proficiency, Skeleton Summoner, Spell Focus (Necromancy, Conjuration) Skills Acrobatics +2, Bluff +4, Diplomacy +4, Disguise +4, Escape Artist +2, Fly +2, Intimidate +4, Knowledge (Planes) +8, Perform (Untrained) +4, Perform (Wind Instruments) +11, Ride +2, Spellcraft +8, Stealth +2, Possessions ring of protection +1; cloak of resistance +1; mithral shirt +1; masterwork musical instrument (trumpet); potion of invisibility (x2); greataxe; Bond Senses (Su) As a standard action, share the senses of your eidolon, hearing, seeing, smelling, tasting, and touching everything your eidolon does. He can use this ability 5 rounds per day. There is no range to this effect, but your eidolon and you must be on the same plane. The summoner can end this effect as a free action. Bonus Feat Humans select one extra feat at 1st level. Cantrips You have learned a number of cantrips, or 0-level spells. These spells are cast like any other spells, but they do not consume any slots and may be used again. Eidolon (Ex) You possess the ability to summon a powerful outsider called an eidolon. You always summon an aspect of the same creature. Your eidolon has your alignment and can speak all of your languages. Your eidolon is treated as a summoned creature, except that 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 you, your eidolon can touch and attack creatures warded by protection from evil and similar effects that prevent contact with summoned creatures. You can summon your eidolon in a ritual that takes 1 minute to perform. When summoned in this way, your eidolon's hit points are unchanged from the last time it was summoned. The only exception to this is if your eidolon was slain, in which case it returns with half its normal hit points. Your eidolon remains until dismissed (a standard action). If your eidolon is sent back to its home plane due to damage, it cannot be summoned again until the following day. Your eidolon cannot be sent back to its home plane by means of dispel magic, but spells such as dismissal and banishment work normally. Eidolon Life Link (Su) A close bond is formed with your eidolon. Whenever your eidolon takes enough damage to send it back to its home plane, you can, as a free action, sacrifice any number of hit points. Each hit point sacrificed in this way prevents 1 point of damage done to your eidolon. This can prevent your eidolon from being sent back to its home plane. In addition, you and your eidolon must remain within 100 feet of one another for your eidolon to remain at full strength. If your eidolon is beyond 100 feet but closer than 1,000 feet, its current and maximum hit point totals are reduced by 50%. If your 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 your 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 your eidolon gets closer to you, but its maximum hit point total does return to normal. Reactionary You were bullied often as a child, but never quite developed an offensive response. Instead, you became adept at anticipating sudden attacks and reacting to danger quickly. You gain a +2 trait bonus on Initiative checks. Shield Ally (Ex) Whenever you are within your eidolon's reach, you receives a +2 shield bonus to your Armor Class and a +2 circumstance bonus on your saving throws. This bonus does not apply if your eidolon is grappled, helpless, paralyzed, stunned, or unconscious. Skilled Humans gain an additional skill rank at first level and one additional rank whenever they gain a level. Summon Monster (Sp) You can cast Summon Monster 3 as a spell-like ability 7 times per day as a standard action and the creatures remain for 5 minutes (instead of 5 rounds). Drawing upon this ability uses up the same power you use to call your eidolon. As a result, you can only use this ability when your eidolon is not summoned. LA PHANTASMA MAGNIFICA CR 0 Female Eidolon (Biped) eidolon 4 None medium eidolon Init +2; Senses Darkvision (60 ft.), Perception +0, AC 22, touch 12, flat-footed 20 hp 36 (4HD) Fort +6, Ref +3, Will +4 Defensive Abilities Evasion,
Abilities Str 18, Dex 14, Con 14, Int 7, Wis 10, Cha 11 Special Qualities Link, Share Spells, Undead Appearance,
Skills Acrobatics +9, Acrobatics (Jump/Underground) +2, Appraise -2, Climb +4, Craft (Untrained) -2, Escape Artist +2, Fly +2, Intimidate +7, Knowledge (Religion) +5, Ride +2, Spellcraft +5, Stealth +2, Swim +4, Possessions greataxe; Clawed Hands (Ex) Constitution Evasion (Ex) You can avoid damage from many area-effect attacks. If you make a successful Reflex saving throw against an attack that normally deals half damage on a successful save, you instead take no damage. Evasion can only be used if you are wearing light armor or no armor. If you are helpless, you do not gain the benefit of evasion. Improved Natural Armor (2x) (Ex)
Link (Ex) A summoner and his eidolon share a mental link that allows for communication across any distance (as long as they are on the same plane). This communication is a free action, allowing the summoner to give orders to his eidolon at any time. In addition, magic items interfere with the summoner's connection to his eidolon. As a result, the summoner and his eidolon share magic item slots. For example, if the summoner is wearing a ring, his eidolon can wear no more than one ring. In case of a conflict, the items worn by the summoner remain active, and those used by the eidolon become dormant. The eidolon must possess the appropriate appendages to utilize a magic item. Share Spells (Ex) The summoner may cast a spell with a target of "You" on his eidolon (as a spell with a range of touch) instead of on himself. A summoner may cast spells on his eidolon even if the spells normally do not affect creatures of the eidolon's type (outsider). Spells cast in this way must come from the summoner spell list. This ability does not allow the eidolon to share abilities that are not spells, even if they function like spells. Skills (Intimidate, Knowledge (Religion), Acrobatics, Spellcraft) Undead Appearance (Ex) You appear as an undead creature, and mimic some of an undead creature's abilities and weaknesses. Negative energy heals you, and positive energy (including a cleric's channel energy ability) harms you. Spells and effects that target undead or have specific effects against undead (such as Command Undead, hold undead, and searing light) affect you as if you were undead. You gain a +2 bonus on saves against disease, exhaustion, fatigue, paralysis, poison, sleep effects, and stunning. Although you appear undead, you are still an outsider. Weapon Training ~ Martial (Ex)
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