Marrowgarth

Kaul's page

1 post. Alias of Oceanshieldwolf.


Full Name

Kaul

Gender

Eidolon (Quadruped) HP 9/9; AC 14/ T 14/ FF 12; Fort +3 Ref +4, Will +0; Init +2; Per -1; CMB +3, CMD 15; Spd 40 ft

Strength 14
Dexterity 14
Constitution 13
Intelligence 8
Wisdom 9
Charisma 16

About Kaul

Quick View Stats for Combat:
Status:
HP: 9/9
AC: 14, 14 touch, 12 flat-footed
Saves: Fort: +3, Reflex: +4 , Will +0
BAB +1
CMB +3 CMD 15

Initiative: +2 (+2 Dex)
Conditions:
Spells in Effect:
Currently wearing:
Items in Hand:

SPELLS (Khomann)
DC 13+* [10 + 3 (Cha Mod)] + spell-level]
Spells/Day (2 1st level)
Cantrips : 4 – daze, detect magic, light, mending
First Level: Spells known: rejuvenate eidolon lesser, ray of sickening

Quadruped Eidolon
Size Medium;
Speed 40 ft.;
AC +2 natural armor;
Saves: Fort (good), Ref (good), Will (bad);
Attack: bite (1d6);
Ability Scores: Str 14, Dex 14, Con 13, Int 7, Wis 10, Cha 11

Free Evolutions

Bite, limbs (legs) (2).

STATS:

Ability Scores Eidolon base (modifier) (point buy) (racial creation bonus)
Str : 14 (+2)
Dex: 14 (+2)
Con: 13 (+1)
Int: 8 (-1)
Wis: 9 (+0)
Cha: 16 (+3) (+2 human)

DEFENSE:

AC: 14, touch 14, flat-footed 12 (+2 natural armor, +2 Dex, +0 shield, +0 size)

HP: 9 (Full first level = (8), +1 Con,)
Fort +3 (2 + 1), Ref +4 (2 + 2), Will +0 (0 + 0)

OFFENSE:

Initiative: +2
Speed 40 ft.

Melee:
Claws +4, 1d6 +2 x2 [+1 BAB, +2 Str, +1 Weapon Focus ] [+2 Str]
Bite +3, 1d6 + 2 x2 [+1 BAB, +2 Str] [+2 Str]

Ranged
Base Atk: +1

CMB: +3 (+1 BAB, +2 str) CMD: 15 (10, +1 BAB, +2 str, +2 dex)

FEATS:

From Khomann:
Weapon Focus: Claws
Benefit: You gain a +1 bonus on all attack rolls you make using the selected weapon.

SKILLS:

The summoner’s class skills are Craft (Int), Fly (Dex), Handle Animal (Cha), Knowledge (all) (Int), Linguistics (Int), Profession (Wis), Ride (Dex), Spellcraft (Int), and Use Magic Device (Cha).

Skills: (3 = 2 (2 ranks x Summoner 1), +0 int, +1 human)
Skill/Class/Ranks/Ability Modifier/Bonus ( * = ACP, # = no untrained)
Acrobatics (Dex)/No/xx/+0 = +0 * #
Appraise (Int)/No/xx/-1 = -1
Bluff (Cha)/No/xx/+3 = +4 (+1 trait bonus)
xxxxxClimb (Str)/No/1/+2 = +3 *
Craft (Int)/Yes, +3/xx/-1 = -1
Diplomacy (Cha)/No/xx/+3 = +3
Disable Device (Dex)/No/xx/+0 =+0 * #
Disguise (Cha)/No/xx/+3 = +3
Escape Artist (Dex)/No/xx/+1 = +1 *
Fly (Dex)/Yes, +3/xx/+1 = +1 *
Handle Animal (Cha)/Yes, +3/xx/+3= +2
Heal (Wis)/Yes, +3/xx/-1 = -1
xxxxxIntimidate (Cha)/Yes, +3/1/+3 = +7
Knowledge (arcana) (Int)/Yes, +3/xx/-1 = +6 #
Knowledge (dungeoneering) (Int)/Yes, +3/xx/-1 = -1 #
Knowledge (engineering)(Int)/Yes, +3/xx/-1 = -1 #
Knowledge (history)(Int)/Yes, +3/xx/-1 = -1 #
xxxxxKnowledge (local)(Int)/Yes, +3/1/-1 = +0 #
Knowledge (nature)(Int)/Yes, +3/xx/-1 = -1 #
Knowledge (nobility)(Int)/No/xx/-1 = -1 #
Knowledge (planes)(Int)/Yes, +3/xx/-1 = -1 #
Knowledge (religion)(Int)/Yes, +3/xx/-1 = -1 #
Linguistics (Int)/No/xx/-1 = -1 #
Perception (Wis)/No/xx/-1 = -1
Perform (Cha) /No/xx/+3 = +3
Profession (Int) /Yes, +3/xx/-1 = -1 #
Ride (Dex)/Yes, +3/xx/+0= +0 *
Sense Motive (Wis)/Yes, +3 /xx/-1 = +0 (+1 trait bonus)
Sleight of Hand (Dex)/No/xx/+0= +0 * #
Spellcraft (Int)/Yes, +3/xx/-1 = -1 #
Stealth (Dex)/No/xx/+0 = +0
Survival (Wis)/No/xx/-1 = -1
Swim (Str)/No/xx/+2 = +2
Use Magic Device (Cha)/Yes, +3/xx/+3= +3 #

TRAITS :

Secret-Keeper: You gain a +1 trait bonus on Bluff checks and a +1 trait bonus on saving throws against divinations, domination effects, and effects that would compel you to speak the truth.

Suspicious: You gain a +1 trait bonus on Sense Motive checks, and Sense Motive is always a class skill for you.

Languages:

CLASS ABILITIES
Weapon and Armor Proficiencies: Summoners are proficient with all simple weapons. Summoners are also proficient with 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 multiclass summoner still incurs the normal arcane spell failure chance for arcane spells received from other classes.

Spells and Cantrips:

A summoner casts arcane spells drawn from the summoner spell list. He can cast any spell he knows without preparing it ahead of time, assuming he has not yet used up his allotment of spells per day for the spell’s level.

To learn or cast a spell, a summoner must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a summoner’s spell is 10 + the spell level + the summoner’s Charisma modifier.

A summoner can cast only a certain number of spells of each spell level each day. His base daily spell allotment is given on Table: Summoner. In addition, he receives bonus spells per day if he has a high Charisma score (see Table: Ability Modifiers and Bonus Spells).

A summoner’s selection of spells is extremely limited. A summoner begins play knowing four 0-level spells and two 1st-level spells of the summoner’s choice. At each new summoner level, he gains one or more new spells as indicated on Table: Summoner Spells Known. (Unlike spells per day, the number of spells a summoner knows is not affected by his Charisma score. The numbers on Table: Summoner Spells Known are fixed.)

Upon reaching 5th level, and at every third summoner level thereafter (8th, 11th, and so on), a summoner can choose to learn a new spell in place of one he already knows. In effect, the summoner “loses” the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least one level lower than the highest-level summoner spell he can cast. A summoner may swap out only a single spell at any given level and must choose whether or not to swap the spell at the same time that he gains new spells known for the level.

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.

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. An eidolon has the same alignment as the summoner that calls it and can speak all of his languages. Eidolons are treated as summoned creatures, except that they are not sent back to their home plane until reduced to a number of negative hit points equal to or greater than their 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 hit points are unchanged from the last time it was dismissed or banished. 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 work 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 receives 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. 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).

Synthesist Alterations:

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 (Su)

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.

Evolutions:

Bite: (Free) An eidolon’s maw is full of razor-sharp teeth, giving it a bite attack. This attack is a primary attack. The bite deals 1d6 points of damage (1d8 if Large, 2d6 if Huge). If the eidolon already has a bite attack, this evolution allows it to deal 1-1/2 times its Strength modifier on damage rolls made with its bite.

Limbs: (Free) An eidolon grows an additional pair of limbs. These limbs can take one of two forms. They can be made into legs, complete with feet. Each pair of legs increases the eidolon’s base speed by 10 feet. Alternatively, they can be made into arms, complete with hands. The eidolon does not gain any additional natural attacks for an additional pair of arms, but it can take other evolutions that add additional attacks (such as claws or a slam). Arms that have hands can be used to wield weapons, if the eidolon is proficient.

Claws: An eidolon has a pair of vicious claws at the end of its limbs, giving it two claw attacks. These attacks are primary attacks. The claws deal 1d4 points of damage (1d6 if Large, 1d8 if Huge). The eidolon must have the limbs evolution to take this evolution. This evolution can only be applied to the limbs (legs) evolution once This evolution can be selected more than once, but the eidolon must possess an equal number of the limbs evolution.

Improved Damage (Claws): One of the eidolon’s natural attacks is particularly deadly. Select one natural attack form and increase the damage die type by one step. This evolution can be selected more than once. Its effects do not stack. Each time an eidolon selects this evolution, it applies to a different natural attack.

Pounce: An eidolon gains quick reflexes, allowing it to make a full attack after a charge. This evolution is only available to eidolons of the quadruped base form.