About Kasidra1st: Sythesist/Monk; Cantrips, Fused Eidolon, Fused Link, Summon Monster I, Bonus Feat, Flurry of Blows, Stunning Fist, Unarmed Strike
1st: Eidolon, Biped; Claws, Limbs (Legs), Limbs (Arms), Darkvision, Link, Share Spells. Evolutions- Improved Natural Armour, Ability Increase (Dexterity)
Kasidra
Melee: Flurry of Blows +2/+2 (1d8+5), Unarmed Strike +2 (1d8+5) Ranged N/A Space 5 ft., Reach 5 ft. --------------------
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Cantrips:A summoner learns a number of cantrips, or 0-level spells, as noted on Table: Summoner Spells Known under “Spells Known.” These spells are cast like any other spell, but they may be cast any number of times per day. Cantrips prepared using other spell slots, due to metamagic feats, for example, consume spell slots as normally. 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 eidolon’s senses and speaks through its voice, as the two are now one creature. While fused with his eidolon, the synthesist uses the eidolon’s physical ability scores (Strength, Dexterity, and Constitution), but retains his own mental ability scores (Intelligence, Wisdom, and Charisma). The synthesist gains the eidolon’s hit points as temporary hit points. When these hit points reach 0, the eidolon is killed and sent back to its home plane. The synthesist uses the eidolon’s base attack bonus, and gains the eidolon’s armor and natural armor bonuses and modifiers to ability scores. The synthesist also gains access to the eidolon’s special abilities and the eidolon’s evolutions. The synthesist is still limited to the eidolon’s maximum number of natural attacks. The eidolon has no skills or feats of its own. The eidolon must be at least the same size as the synthesist. The eidolon must have limbs for the synthesist to cast spells with somatic components. The eidolon’s temporary hit points can be restored with the rejuvenate eidolon spell. While fused, the synthesist loses the benefits of his armor. He counts as both his original type and as an outsider for any effect related to type, whichever is worse for the synthesist. Spells such as banishment or dismissal work normally on the eidolon, but the synthesist is unaffected. Neither the synthesist nor his eidolon can be targeted separately, as they are fused into one creature. The synthesist and eidolon cannot take separate actions. While fused with his eidolon, the synthesist can use all of his own abilities and gear, except for his armor. In all other cases, this ability functions as the summoner’s normal eidolon ability (for example, the synthesist cannot use his summon monster ability while the eidolon is present). This ability replaces the class’s eidolon ability, bond senses, and life bond. Fused Link: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 sacrificed this way prevents 1 point of damage done to the eidolon (thus preventing the loss of the summoner’s temporary hit points), preventing the eidolon from being killed and sent back to its home plane. Summon Monster: Starting 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 upon this ability uses up the same power as the summoner uses to call his eidolon. As a result, he can only use this ability 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 one 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 immediately ends. These summon spells are considered to be part of his spell list for the purposes of spell trigger and spell completion items. In addition, he can expend uses of this ability to fufill the construction requirements of any magic item he creates, so long as he can use this ability to cast the required spell. AC Bonus:When unarmored and unencumbered, the monk adds his Wisdom bonus (if any) to his AC and his CMD. In addition, a monk gains a +1 bonus to AC and CMD at 4th level. This bonus increases by 1 for every four monk levels thereafter, up to a maximum of +5 at 20th level. These bonuses to AC apply even against touch attacks or when the monk is flat-footed. He loses these bonuses when he is immobilized or helpless, when he wears any armor, when he carries a shield, or when he carries a medium or heavy load. Flurry of Blows: Starting at 1st level, a monk can make a flurry of blows as a full-attack action. When doing so he may make one additional attack using any combination of unarmed strikes or attacks with a special monk weapon (kama, nunchaku, quarterstaff, sai, shuriken, and siangham) as if using the Two-Weapon Fighting feat (even if the monk does not meet the prerequisites for the feat). For the purpose of these attacks, the monk's base attack bonus from his monk class levels is equal to his monk level. For all other purposes, such as qualifying for a feat or a prestige class, the monk uses his normal base attack bonus. At 8th level, the monk can make two additional attacks when he uses flurry of blows, as if using Improved Two-Weapon Fighting (even if the monk does not meet the prerequisites for the feat). At 15th level, the monk can make three additional attacks using flurry of blows, as if using Greater Two-Weapon Fighting (even if the monk does not meet the prerequisites for the feat). A monk applies his full Strength bonus to his damage rolls for all successful attacks made with flurry of blows, whether the attacks are made with an off-hand or with a weapon wielded in both hands. A monk may substitute disarm, sunder, and trip combat maneuvers for unarmed attacks as part of a flurry of blows. A monk cannot use any weapon other than an unarmed strike or a special monk weapon as part of a flurry of blows. A monk with natural weapons cannot use such weapons as part of a flurry of blows, nor can he make natural attacks in addition to his flurry of blows attacks Unarmed Strike:At 1st level, a monk gains Improved Unarmed Strike as a bonus feat. A monk's attacks may be with fist, elbows, knees, and feet. This means that a monk may make unarmed strikes with his hands full. There is no such thing as an off-hand attack for a monk striking unarmed. A monk may thus apply his full Strength bonus on damage rolls for all his unarmed strikes. Usually a monk's unarmed strikes deal lethal damage, but he can choose to deal nonlethal damage instead with no penalty on his attack roll. He has the same choice to deal lethal or nonlethal damage while grappling. A monk's unarmed strike is treated as both a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons. A monk also deals more damage with his unarmed strikes than a normal person would, as shown above on Table: monk. The unarmed damage values listed on Table: monk is for Medium monks. A Small monk deals less damage than the amount given there with his unarmed attacks, while a Large monk deals more damage; Stunning Fist:At 1st level, the monk gains Stunning Fist as a bonus feat, even if he does not meet the prerequisites. At 4th level, and every 4 levels thereafter, the monk gains the ability to apply a new condition to the target of his Stunning Fist. This condition replaces stunning the target for 1 round, and a successful saving throw still negates the effect. At 4th level, he can choose to make the target fatigued. At 8th level, he can make the target sickened for 1 minute. At 12th level, he can make the target staggered for 1d6+1 rounds. At 16th level, he can permanently blind or deafen the target. At 20th level, he can paralyze the target for 1d6+1 rounds. The monk must choose which condition will apply before the attack roll is made. These effects do not stack with themselves (a creature sickened by Stunning Fist cannot become nauseated if hit by Stunning Fist again), but additional hits do increase the duration. Evasion:At 2nd level or higher, a monk can avoid damage from many area-effect attacks. If a monk makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if a monk is wearing light armor or no armor. A helpless monk does not gain the benefit of evasion. Fast Movement: At 3rd level, a monk gains an enhancement bonus to his land speed, as shown on Table: monk. A monk in armor or carrying a medium or heavy load loses this extra speed. Maneuver Training:At 3rd level, a monk uses his monk level in place of his base attack bonus when calculating his Combat Maneuver Bonus. Base attack bonuses granted from other classes are unaffected and are added normally. Still Mind:A monk of 3rd level or higher gains a +2 bonus on saving throws against enchantment spells and effects. Shielded Meld: t 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. Ki Pool: At 4th level, a monk gains a pool of ki points, supernatural energy he can use to accomplish amazing feats. The number of points in a monk's ki pool is equal to 1/2 his monk level + his Wisdom modifier. As long as he has at least 1 point in his ki pool, he can make a ki strike. At 4th level, ki strike allows his unarmed attacks to be treated as magic weapons for the purpose of overcoming damage reduction. Ki strike improves with the character's monk level. At 10th level, his unarmed attacks are also treated as lawful weapons for the purpose of overcoming damage reduction. At 16th level, his unarmed attacks are treated as adamantine weapons for the purpose of overcoming damage reduction and bypassing hardness.
The ki pool is replenished each morning after 8 hours of rest or meditation; these hours do not need to be consecutive. Slow Fall: At 4th level or higher, a monk within arm's reach of a wall can use it to slow his descent. When first gaining this ability, he takes damage as if the fall were 20 feet shorter than it actually is. The monk's ability to slow his fall (that is, to reduce the effective distance of the fall when next to a wall) improves with his monk level until at 20th level he can use a nearby wall to slow his descent and fall any distance without harm. High Jump: At 5th level, a monk adds his level to all Acrobatics checks made to jump, both for vertical jumps and horizontal jumps. In addition, he always counts as having a running start when making jump checks using Acrobatics. By spending 1 point from his ki pool as a swift action, a monk gains a +20 bonus on Acrobatics checks made to jump for 1 round. Purity of Body: At 5th level, a monk gains immunity to all diseases, including supernatural and magical diseases. -------------------- STATISTICS -------------------- Str 12, Dex 10, Con 10, Int 12, Wis 20, Cha 17 Base Atk +3; CMB +5; CMD 20 Feats: 1-Toughness, Power Attack, Dodge.
Traits: Reactionary, Fast-Talker Skills 30: +12 Bluff(5), +12 Fly(5), +11 Intimidate(5), +13 Perception(5), +9 Spellcraft(5), +11 Use Magic Device(5)
Languages: Abyssal, Common, Infernal
0- detect magic, Mage Hand, Mending, Open/Close, Read Magic, Resistance 1st (5/Day)- Enlarge Person, Lesser Rejuvenate Eidolon, Magic Fang, Protection from Good 2nd (3/Day)- Summon Eidolon, Haste, Invisibility --------------------
Belt of Physical Perfection (Strength/Dex) +2
Total Weight: lbs. ---------------------
Spoiler:
Kasidra Female Tiefling Class 3 Age 79 LE Medium Outsider (Native) Init +4; Senses Darkvision; Perception +13 -------------------- DEFENSE -------------------- 31 AC , 20 touch , 29 flat-footed (+4 Dex) HP 47 (5d8+15) +36 THP Fort +8, Ref +8, Will +11 -------------------- OFFENSE -------------------- Speed 50 ft. Fly 40 ft. (Good) Melee: Flurry of Blows +6/+6 (1d8+9), Unarmed Strike +7 (1d8+9), 2 Claws +7 (2d4+9) Ranged N/A Space 5 ft., Reach 5 ft.
Skills 30: +12 Bluff(5), +18 Fly(5), +11 Intimidate(5), +13 Perception(5), +9 Spellcraft(5), +11 Use Magic Device(5) Non-ranked skills with bonuses: +4 Acrobatics
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Spoiler:
Kasidra/Rahviin
Sometimes, knowledge can be a bad thing- so found out the girl Kasidra. A monk living a solitary life in a monastery, she sought to know her ancestry, thinking she was strong enough to resist the mind of the devil she summoned. She wasn't. A connection established with the tiefling's mind, the devil Rahviin tore out her soul, replacing it with a fragment of his own, allowing him to have a puppet in this new world, this world of peace. A sad story, but the victim was of no consequence- a nobody who thought she was stronger than she was. Of Rahviin though, there is much to tell. Myths of legends speak of him as a god-emperor of a plane, now long-forgotten even by him. In his quest for power, he started a cross-planar war, summoning in armies of devils to serve him in his conquests. Eventutually he was confronted and nearly slain, where he transported himself to Hell. In Hell, he quickly established himself as a dominant power rivalling that of other great devils. Gaining dominance over other devils and other beasts in the pit, he slowly changed his for to that more suiting of a ruler of demons. Once he felt he had enough power, he came unto his throne, renamimg himself Rahviin, the Schemer. Over the years, he has let his name slip out into the planes, knowing that people will call his name, and at least one of them will not have proper defenses set up for a devil such as him, allowing for incidences similar to what happened to Kasidra to eventually happen. |