Winter-Touched Sprite

Lady Zarrisa Ollron's page

93 posts. Alias of Johnny_Panic.


Full Name

Lady Shinako Kaminari

Race

Female>MerFolk | AC14/18s TO12 FF 13/14s | HP21/21/SHP24/24 | F +4/5s R +4 W +8 | CMB +0/3s CMD 13/14s | Init+2 | Perc +5 | Hp 3/5 | Chaoic Aura

Classes/Levels

Sorceress (Harrow) [2] Cleric (luck) [2] Summoner (Synthesist) [2]

Gender

Female

Size

6'6

Age

24

Alignment

CN

Location

Demi Plain

Languages

Common, Aqua, Celestial, Draconic, Sea-Elf.

Strength 14
Dexterity 14
Constitution 13
Intelligence 20
Wisdom 20
Charisma 22

About Lady Zarrisa Ollron

Lady Zarrisa Ollron, a Noble Merfolk

Image 1: Sea [true] form
Image2 :Land [Synthesist - scorpion] form

Theme: Queen under the Sea's, As nobility she wants to create a new underwater kingdom in which she is the ruler. A under water prosperous land where all are free.

Merfolk [Female] Sorceress (Harrow) [2] Cleric (Luck) [2] Summoner (Synthesist) [2]

---===Statistics===---:

Merfolk [Female] Sorceress (Harrow) [2] Cleric (Luck) [2] Summoner (Synthesist) [2]

MerFolk: Form
Init +2 ; Senses Perception +5

Dark Vision [Land] 120'
Dark Vision [Underwater] 120'
Speed 15' (land) Swim 50'

Synth Form
Init +2 ; Senses Perception +5
Dark Vision [Land] 120'
Dark Vision [Underwater] 120'
Speed 50'
-------------------------------=DEFENSE=-------------------------------
MerFolk: Form
AC: 15, Touch: 12, Flat-Footed: 13
10+(+0Armor,+2dex,+0shield,+3NA,+0Magic +0Item +0other)

HP: 21/21 [2d8-1Con+3feat+1Feverclass <Cleric>]

Fort: +6 [+2con+1Sorcerer+4Cleric+1Summoner]
Reflex: +3 [+2dex+1Sorcerer+1Cleric+1Summoner]
Will: +10 [+5wis+2Sorcerer+4Cleric+4Summoner+1Bloodline]

CMD 13 [+11FI] {+0Base +2Str +2Dex +0size +0misc}

Syth: Form
AC: 16, Touch: 12, Flat-Footed: 14
10+(+0Armor,+2dex,+0shield,+4NA,+0Magic +0Item +0other)

HP: 21/21 [d8-1Con+3feat+1Feverclass <Cleric>]
+ Syth 24/24 2x[d10+3Con]

Fort: +4 [+1con+Sorcerer+3Cleric+0Summoner]
Reflex: +4 [+2dex+0Sorcerer+0Cleric+0Summoner]
Will: +8 [+5wis +2Sorcerer+3Cleric+2Summoner]

CMD 14 [+12FI] {+1Base 2Str +2Dex +0size +0misc}

+1 bonus on all Will saves made to resist enchantment effects.
+1 racial bonus to the save DC of language-dependent spells.
+2 trait bonus on all saving throws against charm and compulsion effects.

Hero Points [4/5]

-------------------------------=OFFENSE=-------------------------------

MerFolk form
Speed: 15 ft. Swim 50'
CMB: +2; {+1Base +1Str +0size +0misc}
Base Atk:+0;
Melee:+2 {+1Base,+1Str}
Unarmed attack [DMG 1d4+1] x2
Ranged:+3 {+1Base,+2Dex}

Syth form
Speed: 50 ft.
CMB: +3; {+1Base +2Str +0size +0misc}
Base Atk: +1;
Melee:+3 {+1Base,+2Str}
Primary attacks Clawx2 Attack TH+3s [DMG 1d4+2 x2]
Secondary Sting Attack TH+1s [DMG 1d4+2 x2]* Feat.
Ranged: 4 {+1Base,+2 Dex}

--------------------=STATISTICS=---------------
90 points, 1:1 switch
MerFolk form
Str 12 [+1/+2s][12][12p]
Dex 14 [+2/+2s][12][+2Race]
Con 14 [+2/+1s][12][+2Race]
Int 20 [+5][18][+2Race]
Wis 20 [+5][18][+2Race]
Cha 22 [+6][18][+4Race]

Syth form
Str 15 [+2][+1level]
Dex 15 [+2][+1level]
Con 13 [+1]
Int 20 [+5][18p][+2Race]
Wis 20 [+5][18p][+2Race]
Cha 22 [+6][18p][+4Race]

5d6 ⇒ (5, 6, 2, 1, 6) = 17 =12
5d6 ⇒ (2, 1, 4, 5, 1) = 11 =12
5d6 ⇒ (5, 1, 5, 1, 4) = 14 =12
5d6 ⇒ (3, 3, 1, 3, 4) = 11
5d6 ⇒ (5, 3, 5, 6, 4) = 16 =18
5d6 ⇒ (3, 6, 5, 4, 5) = 16 =18
5d6 ⇒ (1, 5, 2, 6, 5) = 16 =18

-------------------------=Traits=----------------------
Traits:
1:Fate's Favored [Faith Trait]
The fates watch over you.
Benefit: Whenever you are under the effect of a luck bonus of any kind, that bonus increases by 1.

2:Harrow Born [Race trait]
You grew up around mysterious fortune-tellers.
Benefit You start play with a harrow deck passed down from a relative. Because of your skill with fortune-telling, you gain a +1 trait bonus on initiative checks.

3:Focused Mind
Your childhood was dominated either by lessons of some sort (whether musical, academic, or other) or by a horrible home life that encouraged your ability to block out distractions and focus on the immediate task at hand.
Benefit: You gain a +2 trait bonus on concentration checks.

----------------=Drawbacks=-----------------

----------------=Race Traits=-------------------

Race Merfolk

Merfolk 12RP

Standard Racial Traits

Ability Score Racial Traits: Merfolk are graceful, hale, and beautiful. They gain +2 Dexterity, +2 Constitution, and +2 Charisma.
Size: Merfolk are Medium creatures and thus have no bonuses or penalties due to their size.

Base Speed (Slow Speed):
Merfolk have a base speed of 15 feet. They have a swim speed of 50 feet.
Type: Merfolk are humanoids with the aquatic subtype.

Languages: Merfolk begin play speaking Common and Aquan. Merfolk with high Intelligence scores can choose from the following: Aboleth, Aklo, Draconic, Elven, and Sylvan. See the Linguistics skill page for more information about these languages.
Defense Racial Traits

Armor:
Merfolk have a +2 natural armor bonus.

Legless: Merfolk have no legs, and therefore cannot be tripped.
Senses Racial Traits

Low-Light Vision:
Merfolk have low-light vision allowing them to see twice as far as humans in conditions of dim light.
Other Racial Traits

Amphibious:
Merfolk are amphibious, but prefer not to spend long periods out of the water.

Deepsight (2 RP)
Prerequisites: Amphibious racial trait.
Benefit: Members of this race are specially adapted to the lightless depths of the oceans, but not to air-filled environments. They can see in the dark up to 120 feet while underwater, but do not gain this benefit out of water.

Improved Natural Armor (1 RP)
Prerequisites: Natural armor racial trait.
Benefit: Members of this race gain a +1 natural armor bonus.
Special: This racial trait can be taken multiple times (Max 3). Each additional time you take this trait, increase its cost by 1 RP. Its effects stack with Natural Armor which you must have to qualify for this. Cost chart:
Natural Armor +1 ( 1 RP)

Darkvision 120 Feet (3 RP)
Prerequisites: None.
Benefit: Members of this race can see in the dark up to 60 feet.

Advanced Intelligence (4 RP)
Prerequisites: None.
Benefit: Members of this race receive a +2 racial bonus to Intelligence.

Advanced Wisdom (4 RP)
Prerequisites: None.
Benefit: Members of this race receive a +2 racial bonus to Wisdom.

Advanced Charisma (4 RP)
Prerequisites: None.
Benefit: Members of this race receive a +2 racial bonus to Charisma.

--------------=Feats=-----------------

Feats x5
1:Harrowed
2:Arcane Strike
3:Extra Evolution
4:Heros Fortune
5:Multiattack

GM Bonus:
1:Toughness

Class:
1:Eschew-Materials

---------------=Skills=- (0 points; 0 class, 0 INT)---------------

Class Skills
Skill Ranks Per Level: 2 + Int modifier. 2x[2+5] = 7/14 <+1 background>

Acrobatics*(Dex)____+6{+1rank,+2Dex}^
Appraise(Int)____+5{+0rank,+5Int}^
Bluff(Cha)____+6{+0rank,+6Cha}^
Climb*(Str)____+2{+0rank,2sStr}^
Craft (Int)____+0{+0rank,+5Int}^
Diplomacy(Cha)____+10{+1rank,+6Cha}^
Disable Device____+-{+0rank,+2Dex}
Disguise (Cha)____+6{+0rank,+6Cha}
Escape Artist*(Dex)____+2{+0rank,+2Dex}
Fly*(Dex)____+2{+0rank,+2Dex}^
Handle Animal (Wis)____+5{+0rank,+5Wis}^
Heal(Wis)____+10{+2rank,+5Wis}^
Intimidate(Cha)____+10{+1rank,+6Cha}^
Knowledge (Arcana)(Int)____+9{+1rank,+5Int}^
Knowledge (Dungeoneering)(Int)____+9{+1rank,+5Int}^
Knowledge (Engineering)(Int)____+5{+0rank,+5Int}^
Knowledge (Geography)(Int)____+5{+0rank,+5Int}^
Knowledge (History)(Int)____+5{+0rank,+5Int}^
Knowledge (Local)(Int)____+5{+0rank,+5Int}^
Knowledge (Nature)(Int)____+9{+1rank,+5Int}^
Knowledge (Nobility)(Int)____+5{+0rank,+5Int}^
Knowledge (Planes) (Int)____+5{+0rank,+5Int}^
Knowledge (Religion) (Int)____+9{+1rank,+5Int}^
Linguistics(Int)____+5{+0rank,+5Int}
Perception(Wis)____+5{+0rank,+5Wis}
Perform(all)(Cha)____+6{+0Rank+6Cha}^
Profession (Fortune Teller)(Wis)____+9{+1rank,+5Wis+3class}<BG
Ride*(Dex)____+2{+0rank,+2Dex}
Sense Motive(Wis)____+9{+1rank,+5Wis}^
Sleight of Hand*(Dex)____+2{+0rank,+2Dex}
Spellcraft(Int)____+9{+1rank,+5Int}^
Stealth* (Dex)____+6{+1rank,+2Dex}^
Survival(Wis)____+5{+0rank,+5Wis}
Swim*(Str)____+15{+1rank,+1Str+10Race}^
Use Magic Device(Cha)____+6{+1rank,+6Cha}^

Concentration [+7] 2+5
< class Skills + other (+3 Class)

ACP -0

*ACP applies to these skills
^In Class Skill Bonus +3
-=Non-Standard Skill Bonuses=-

-=Languages=- Common


Common, Aqua, Celestial, Draconic, Sea-Elf.

---===Special Abilities===---:

Harrowed: 1/day
Once per day, you may draw a card from a Harrow deck you own. At any one time for the rest of that day, you may apply a +2 bonus on any d20 roll modified by the card’s suit. For example, if you drew a card from the suit of Dexterity, you could apply this +2 bonus on an Initiative check, a Reflex save, a Dexterity-based skill check, or a ranged attack roll. You may assign this +2 bonus after you make the roll, but you must do so before you know whether the roll was a success or not.

Agile Feet (Su): 8/day
As a free action, you can gain increased mobility for 1 round. For the next round, you ignore all difficult terrain and do not take any penalties for moving through it. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Bit of Luck (Sp): 8/day
You can touch a willing creature as a standard action, giving it a bit of luck. For the next round, any time the target rolls a d20, he may roll twice and take the more favorable result. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Twisted Fortune (Sp) 9/day DC17
At 1st level, you can use your supernatural insight to hijack the fortunes of a single target within 30 feet. For 1 round, the target becomes confused and cannot directly control its actions (Will negates). Once a creature has been affected by twisted fortune, it is immune to the ability's effects for 24 hours. You can use this ability a number of times per day equal to 3 + your Cha modifier.

Channel Energy (Su) DC17 9/day 1d6 [Positive energy]
Channeling energy causes a burst that affects all creatures of one type (either undead or living) in a 30-foot radius centered on the cleric. The amount of damage dealt or healed is equal to 1d6 points of damage plus 1d6 points of damage for every two cleric levels beyond 1st (2d6 at 3rd, 3d6 at 5th, and so on). Creatures that take damage from channeled energy receive a Will save to halve the damage. The DC of this save is equal to 10 + 1/2 the cleric's level + the cleric's Charisma modifier. Creatures healed by channel energy cannot exceed their maximum hit point total—all excess healing is lost. A cleric may channel energy a number of times per day equal to 3 + her Charisma modifier. This is a standard action that does not provoke an attack of opportunity. A cleric can choose whether or not to include herself in this effect.
A cleric must be able to present her holy symbol to use this ability.

-------------------------------=SPECIAL/CLASS ABILITIES=-------------------------------

Harrow art
Harrow deck
Harrow Cards

---===Spells===---:

------------=Spells Sorcerer (Harrow Bloodline)=--------------
-----------------------------=0th (Unlimited/day)=--------------------------------
0 level Spells: [At Will] DC15 (Unlimited/day)
1: Ray of Frost
2: Disrupt Undead 25'
3: Jolt
4: Prestidigitation
5: read-magic

------------------------------=1st (4+2Cha/day)=------------------------------

1st Level 1+1+1 [3/day]DC16 3/day
1: color-spray
2: Shield

----------------------=Spells Cleric=-------------------------
-----------------------------=0th (Unlimited/day)=--------------------------------
0 level Spells: DC15 (Unlimited/day)
Level 4 (at Will)
1: purify-food-and-drink
2: Spark 25'
3: Create Water
4: detect-poison

------------------------------=1st (2+2wis+1*/day)=------------------------------
1st Level 2+2+1 DC16 [3/day]
*: longstrider
1: Endure Elements *Cast every day.
2: dream-feast
3: sanctuary
[or Cure-light-wounds

-----------------=Spells Summoner (Synthesist)=---------------------
-----------------------------=0th (Unlimited/day)=--------------------------------
0level DC15 (Unlimited/day)
1:Aid splash
2:Detect Magic
3:Mage Hand
4:Mending
5:Daze

-----------------------------=1th Known 3 (2+2Cha/day)=--------------------------------
1ed Level DC17 [2+2/day]
1:rejuvenate eidolon
2:Mage Armor 2 hours
3:enlarge-person 2mins [10 rounds]

---===Gear/Possessions===---:

-------------------------------=GEAR/POSSESSIONS=-------------------------- -----

Starting cash None

Belt: -
Body: Cold weather outfit + Furs
Chest: -
Eyes: -
Feet: No Slot
Hands: -
Head: -
Headband: -
Neck: -
Shoulders: -
Wrists: -
Ring L: -
Ring R: -

02 gp 1 x Backpack [Aquatic]
20sp 4 x Bag, waterproof
01 gp 1 x Waterskin
05 gp 10 x Trail Rations
01 gp 5 x Mess kit
05 sp 1 x Blanket
01 sp 1 x Bedroll
10 gp 1 x Tent, small

2 gp 2 x Pouch, belt [Aquatic]
Harrow Deck [Aquatic]
01 gp 1 x Flint and steel

-=Carrying Capacity=-
Light 0-33 lb. Medium 34-67 lb. Heavy 68-100 lb.
-=Current Load Carried=- 1 lb.

-=Money=- 0 GP 0 SP 0 CP

---===Background===---:

Early life
Lady Zarria was raised in the underwater kingdom of Aquarea, deep in the seas of the inner sea. There she was a daughter to a noble trading house. Tiding with land dwellers for items used by mages and such. It was found early on she was a 'Harrow' gifted and this meant schooling in the ways of the Harrow. That was until her house was attacked and decimated, lost and lone she headed off into the deeper sea, that was when 'HE' found her, He saved her plucker her from a lonely death in the deeps. He said he was a wizard of great art, and that he would protect her and show her how to protect herself. She learned to be skilled, genteel and caring. Through his patience and care, she realized she were not only special, but that some of the traditions of her original culture were less than desirable, or, if not necessarily brutal or evil, at least she felt like she could make more of a difference under the great wizard’s tutelage. His name was Mage Goodwin what potential in spotted in her she did not know but spot it he did. With his guidance and training she leaned of her gifts. He made training golems and hired other masters, at his school of excellence on his very own in his magical demi-plane. She trained with others to heroes, to shape the world. It was there she found the other, who came to her and bonded with her. Goodwin never mentioned a plan or quest or mission. Then one day he was gone, there was panic, other talked but she could see they had purpose now, to rescue your benevolent master. She had said to the others, it would be hard, most of us do not even look like any civilized race's, many would hate us and seek to kill us sight. Then the shock, Jovar said that ten thousand years have passed, the world will be spoken any more, what if magic is gone from the world. Some said what if the languages we speak are not even be spoken any more. To get off the demi plain, you could only take one possession. She was worried she had this was all she had known for a long time, she had no real world experience. Yes they had classes in manners and culture and how to interact in society. But it had been so long. She was a child of two worlds, the old world, a long lost previous life before Goodwin, and now a new life, one where all lived in harmony in the utopian paradise of Goodwin’s personal plane. All that would change if they left to seek him, but they had to, they just had to.

---===Appearance and Personality===---:

Sex - Female
Race - Merfolk [Female],
Classes - Sorceress (Harrow) [i] Cleric (luck) [1] Summoner (Synthesist) [1]
Alignment - CN
Age - Unknown
Hight 6'6 (Size Mid)
Wight - 160kg
Face: Asian
Eyes - Black
Teeth: Sharp
Hair - Black/Blue
Ears: Pointed, elf like
Build - Unnaturally long [tail]
Skin - Fine Scales
Tail: Dolphin like

Looks
Lady Zarrisa Ollron
Blue Skinned, with blue hair, the top half of her body is Humanoid, the bottom that of a sea snake with a Dolthin shaped tail.

Synthesist Form
scorpion woman
Her body is that of a scorpion.

Personaolity
Noble, well spoken and with fine manners, She can be cunning, clever, Deceitful at times. She trusts luck in all thing, being one of the gifted in the harrowing. Always with a harrow deck she tells fortunes and what may be. She is friendly loving fun and enjoys finding out new things.


Gestalt 1 - Sorcerer (Harrow Bloodline):

Sorcerer

BAB+2
Saves/+1/+1/+4
Bloodline harrow bloodline
power,
cantrips,
Feat: Eschew Materials

Harrow Bloodline
Just as knowledge of the harrow has passed from generation to generation since time immemorial, so too has a deep spiritual connection to the otherworldly forces bound by the harrow passed through the ages. Your connection to the mysterious deck grants you magical power over the cards of the harrow, visions of the future, and the ability to call down ephemeral forces.

Class Skills: Knowledge (history).

Bonus Spells: ill omen (3rd), augury (5th), harrowing (7th), shadow conjuration (9th), contact other plane (11th), legend lore (13th), greater harrowing (15th), moment of prescience (17th), weird (19th).

Bonus Feats: Alertness, Craft Wondrous Item, Extend Spell, Fortune Teller, Harrowed, Mage's Tattoo, Skill Focus (Knowledge [history]).

Bloodline Arcana
Whenever you cast a divination spell that requires a percentage roll, add 5 to the result of your roll. In addition, you can roll the percentage dice twice and use the result you prefer. Your maximum percentage chance of receiving a meaningful and accurate reply for divination spells is 100%, instead of the usual 90%.

Bloodline Powers
Your connection to the harrow gives you uncanny insight into both the future and the motivations of mortals.

Twisted Fortune (Sp) 9/day DC17
At 1st level, you can use your supernatural insight to hijack the fortunes of a single target within 30 feet. For 1 round, the target becomes confused and cannot directly control its actions (Will negates). Once a creature has been affected by twisted fortune, it is immune to the ability's effects for 24 hours. You can use this ability a number of times per day equal to 3 + your Cha modifier.

See It Coming (Su)
At 3rd level, you gain a +1 luck bonus on the saving throw type of your choice (Fortitude, Reflex, or Will). As a full-round action, you can change which saving throw your luck bonus applies to. At 7th level and every 4 levels thereafter, this bonus increases by 1, to a maximum of +5 at 19th level.

Gestalt 2 - Cleric of (Luck) L1:

Cleric

HD D8
BAB+1
Saves+3/+0/+3
Spells 2+2+1*

Weapon and Armor Proficiency
Clerics are proficient with all simple weapons, light Armor, medium armor, and shields (except tower shields). Clerics are also proficient with the favored weapon of their deities.

Aura (Ex) [Chaotic]
A cleric of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity's alignment (see detect evil for details).

Class Skills
Skill Ranks Per Level: 2 + Int modifier.
Appraise (Int), Craft (Int), Diplomacy (Cha), Heal (Wis), Knowledge (arcana) (Int), Knowledge (history) (Int), Knowledge (nobility) (Int), Knowledge (planes) (Int), Knowledge (religion) (Int), Linguistics (Int), Profession (Wis), Sense Motive (Wis), and Spellcraft (Int).
+ Race Disguise, Intimidate

Channel Energy (Su) 9/day 1d6 [Positive energy]
Channeling energy causes a burst that affects all creatures of one type (either undead or living) in a 30-foot radius centered on the cleric. The amount of damage dealt or healed is equal to 1d6 points of damage plus 1d6 points of damage for every two cleric levels beyond 1st (2d6 at 3rd, 3d6 at 5th, and so on). Creatures that take damage from channeled energy receive a Will save to halve the damage. The DC of this save is equal to 10 + 1/2 the cleric's level + the cleric's Charisma modifier. Creatures healed by channel energy cannot exceed their maximum hit point total—all excess healing is lost. A cleric may channel energy a number of times per day equal to 3 + her Charisma modifier. This is a standard action that does not provoke an attack of opportunity. A cleric can choose whether or not to include herself in this effect.
A cleric must be able to present her holy symbol to use this ability.

Travel Domain
Granted Powers: You are an explorer and find enlightenment in the simple joy of travel, be it by foot or conveyance or magic. Increase your base speed by 10 feet.

Agile Feet (Su): 7/day
As a free action, you can gain increased mobility for 1 round. For the next round, you ignore all difficult terrain and do not take any penalties for moving through it. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Domain Spells: 1st—longstrider,

Luck Domain 7/day
Granted Powers: You are infused with luck, and your mere presence can spread good fortune.
Bit of Luck (Sp): You can touch a willing creature as a standard action, giving it a bit of luck. For the next round, any time the target rolls a d20, he may roll twice and take the more favorable result. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Domain Spells: 1st—true strike,
Cleric Magic
To prepare or cast a spell, a cleric must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a cleric's spell is 10 + the spell level + the cleric's Wisdom modifier.

Gestalt 3 - Summoner (Synthesist) :

Summoner

HD D6
BAB+1
Saves+0/+0/+3/
Cantrips,
Eidolon,
Life link,
Summon monster
Spells Level 1/2+2

Class Skills
Skill Ranks per Level: 2 + Int modifier.
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).

Weapon and Armor Proficiency
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
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.

Summon Monster I (Sp)
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.

Synthesist Form:

scorpion woman

Tauric
Evolution Points 7

Starting Statistics
Tauric eidolons appear as conjoined creatures with a humanoid upper body on a quadrupedal lower body.

The following base form is available for eidolons that mimic the shapes and abilities of magical beasts. The avian base form is birdlike in shape, while tauric eidolons appear as conjoined creatures with a humanoid upper body on a quadrupedal lower body.

Starting Statistics

Size: When summoned, a tauric eidolon is Small unless it spends 2 points from its evolution pool, in which case it is Medium;
Speed 40 ft.;
AC +2 natural armor;
Saves Fort (good), Ref (bad), Will (good);
Attacks 2 claws (1d4);
Serpentine

Starting Statistics
Size Medium; Speed 20 ft., climb 20 ft.; AC +2 natural armor; Saves Fort (bad), Ref (good), Will (good); Attack bite (1d6), tail slap (1d6); Ability Scores Str 12, Dex 16, Con 13, Int 7, Wis 10, Cha 11

HP 3d10+4

Evasion (Ex)
If an eidolon is subjected to an attack that normally allows a Reflex save for half damage, it takes no damage if it makes a successful saving throw.

Free Evolutions
Bite, climb, reach (bite), tail, tail slap.

Evolutions [7]
Gills (Ex) 1EP
An eidolon has gills and can breathe underwater indefinitely.

Improved Natural Armor (Ex) 1EP
An eidolon’s hide grows thick fur, rigid scales, or bony plates, giving it a +2 bonus to its natural armor. This evolution can be taken once for every five levels the summoner possesses.

Special
This includes a number of abilities gained by all eidolons as they increase in power. Each of these bonuses is described below.

Darkvision (Ex) [mute as PC has it]
The eidolon has darkvision out to a range of 60 feet.

Link (Ex)
A summoner and his eidolon share a mental link 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 conf lict, 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.

Synthesist
Rather than summon an eidolon to serve by his side, the synthesist fuses his eidolon’s essence to his own. Instead of two creatures, the synthesist is a fusion of the summoner and eidolon into a single being.

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).

The following class abilities function differently for synthesist summoners.

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.

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