Eidolon (Serpentine)
NG M Outsider
Init +4; Senses Darkvision 60 ft Perception +5
DEFENSE
AC 20, touch 14, flat-footed 16 (+4 Dex, +6 Natural Armor)
HP 13 (2d10+2 Con)
Fort +1, Ref +7, Will +3
Special Defenses DR: 1/evil
OFFENSE
Spd 20 ft; Climb 20 ft
Melee Bite: +6 (1d8+1, 20/x2) 10ft reach
Tail Slap +1 (1d6, 20/x2)
Special Attacks
STATISTICS
Str 13 (+1), Dex 19 (+4), Con 13 (+1), Int 7 (-2), Wis 10 (+0), Cha 11 (+0)
BAB +2, CMB +3, CMD 17
Feats
Weapon Finesse: may use Dex mod instead of Str for attacks with light or natural weapons
Evolutions (5pts)
Bite: gain a bite attack that does 1d6 damage
Climb: gain a climb speed equal to land speed
Reach: Bite attack gains +5 ft reach
Tail: Gain a long, powerful tail that grants a +2 bonus on Acrobatics checks to balance.
Tail Slap: May make a secondary attack with its tail that does 1d6 damage
Ability Increase: (2pts) +2 Dex
Improved Damage: (1pt) Bite attack damage increases by 1 step
Improved Natural Armor: (1pt) +2 to Natural Armor
Scent (Ex): (1pt) He can detect opponents within 30ft by sense of smell. If they are upwind, the range increases to 60ft; if downwind, it drops to 15ft. Strong scents can be detected at 2x the normal range. This does not allow him to precisely locate the creature, only to detect its presence. He can detect the direction with a move action and can pinpoint the creature’s location if it is within 5ft. He can use scent to track creatures.
Skills (6 skill points/level -2/Level (Int) = 8 - Class Skills in Bold yield +3 when trained)
Mod Ranks Name of Skill
+9 2 Acrobatics (+2 to balance)
-2 0 Appraise
+0 0 Bluff
+9 0 Climb
-2 0 Craft
+0 0 Diplomacy
+0 0 Disguise
+4 0 Escape Artist
+4 0 Fly
+0 0 Heal
+0 0 Intimidate
-2 0 Knowledge (Planes)
+5 2 Perception
+0 0 Perform
+4 0 Ride
+0 0 Sense Motive
+9 2 Stealth
+5 2 Survival
+1 0 Swim
Languages
Common
Celestial
Shoanti
Varisian
SQ
Darkvision: 60 ft
Evasion: If he is subjected to an attack that normally allows a Reflex save for ½ damage, he takes no damage if he makes a successful save.
Link: He and his master share a mental link which allows for communication across any distance on the same plane. This is a free action, allowing his master to give him orders at any time. In addition, magic items interfere with their connection. As a result, they share magic item slots. In case of a conflict, items worn by the summoner remain active, and those used by the eidolon become dormant.
Share Spells: 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 does not allow the eidolon to share abilities that are not spells, even if they function like spells.