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Leepo Toggenburg's page

288 posts. Organized Play character for PJP.


Full Name

Leepo Toggenburg

Race

Halfling Female Summoner 1 / Grenadier Alchemist 2| HP: 18/18 | AC: 18 (14Tch, 15 Fl) | CMD: 12 | F: +4, R: +7, W: +3 | Init: +3 | Perc: +4, SM: +0 | Active conditions: None

Classes/Levels

Scritch: Male CG Small Serpentine Azata Eidonlon 1 | HP: 11/11 | AC: 17 (13 Tch, 13 Fl) | CMD: 13 | F: +0, R: +6, W: +2 | Init: +4 | Perc: +1, SM: +0 | Active conditions: none.

Size

Small

Age

22

Alignment

Chaotic-Good

Languages

Gnome, Common, Sylvan, Giant, Orc

Strength 8
Dexterity 16
Constitution 10
Intelligence 16
Wisdom 10
Charisma 16

About Leepo Toggenburg

#150786-4
XP 7 / PP 11 / FP 13

CG Female Halfling Summoner (unchained) 1 / Grenadier Alchemist 2
Languages: Common, Halfling, Elven, Gnome, Goblin, Sylvan, Ignan
Faction: Liberty's Edge
Init: +3

DEFENSE
AC 18 (+4 armor, +3 dex, +1 size), touch 14, flat-footed 15 (+2 added dex and +2 Natural if Mutagen on)
CMD 12 (10 +1 BAB -1 Str +3 Dex -1 Size)
HP 18 (1d8+0/1d8=5/1d8=5)
Fort +4 (+3 alchemist +0 Con +1 racial)
Ref +7 (+3 alchemist +3 Dex +1 racial)
Will +3 (+2 summoner +0 Wis +1 racial)

Defensive Abilities
+2 racial bonus on all saving throws against fear.

OFFENSE
Speed 30 ft (Fleet of Foot)
Base Attack +1; Melee Touch +1; Ranged Touch +5 (inc. size +1)
CMB +1

Ranged
Crossbow, Light/Small +6 Att / +7 PBR (+1 MW +1 BAB +3 Dex +1 size)
1d6 Dmg +1 PBR, P, Crit 19-20/x2, 80' range
Bombs +7 PBR Ranged Touch Attack, 20' Range (+1 BAB +3 Dex +1 PBR +1 Throw Anything +1 size)
1d6 Fire Dmg + 3 Int; Splash damage = 4 (1 + 3, minimum damage) Reflex save DC 13 for half damage
5 of 5 remaining (2 level + 3 Int)

Splash Weapons +7 (+1 BAB +3 Dex +1 PBR +1 Throw Anything +1 size)
Damage +3 Int Direct or Splash (Alchemist Throw Anything (Ex))

Infuse weapon or ammo with alchemical item as move action (good for 1 minute)
Precise bombs allow to not target up to 3 in blast radius. (Bombs only, not splash weapons!)
Acid bombs change type from fire to acid, and 2nd round of damage (1d6+3).

Current Mutagen: Dex (+2 natural armor, +4 Dex, -2 Wis - Lasts 20 minutes)

Spells Still Allowed per Day:
0: * DC 13
1st: 2 of 2 DC 14
Summon Monster I (Sp): 6 of 6 DC 14 (only 1 at a time, when Eidolon away)

Extracts Prepared: 3 1st
1st: cure light wounds DC 14
1st: bomber's eye DC 14
1st: reduce person DC 14

Spells Known:
0: Detect Magic, Read Magic, Guidance, Acid Splash
1: Obscuring mist, Grease

Formula Book:
1: bomber's eye, cure light wounds, endure elements, enlarge person, true strike, reduce person

STATISTICS
Abilities Str 8 (-1), Dex 16 (+3), Con 10 (+0), Int 16 (+3), Wis 10 (+0), Cha 16 (+3)

Skills (2 class + 3 Int + 1 Favored class / 4 +3 Int / 4 +3 Int ) 20
Acrobatics +3 (+3 Dex)
Appraise* +7 (+1 rank +3 Int +3 class)
Bluff +3 (+3 Chr)
Climb -1 (-1 Str)
Craft* (Alchemy) +9 (+1 rank +3 Int +3 class + 2 Alchemist Levels)
Diplomacy +3 (+3 Chr)
Disable Device* +7 (+1 rank +3 Dex +3 class)
Disguise +3 (+3 Chr)
Escape Artist +3 (+3 Dex)
Fly* +3 (+3 Dex)
Handle Animal* +7 (+1 rank +3 Chr +3 class)
Heal* +1 (+0 Wis) **
Intimidate +3 (+3 Chr)
Knowledge (all)*
Knowledge (arcana)* +7 (+1 rank +3 Int +3 class)
Knowledge (history)* +7 (+1 rank +3 Int +3 class)
Knowledge (local)* +7 (+1 rank +3 Int +3 class)
Knowledge (nature)* +7 (+1 rank +3 Int +3 class)
Knowledge (planes)* +7 (+1 rank +3 Int +3 class)
Knowledge (religion)* +8 (+1 rank +3 Int +3 class +1 Solstice Scar only)
Linguistics +9 (+1 rank +3 Int +3 class +2 racial)
Perception* +4 (+1 rank +0 Wis +3 class)
Ride* +3 (+3 Dex)
Sense Motive +0 (+0 Wis)
Slight of Hand* +7 (+1 rank +3 Dex +3 class)
Spellcraft* +8 (+2 rank +3 Int +3 class)
Stealth* +13 / +15 (+2 rank +3 class +3 Dex +1 trait +4 size) (+2 in hilly or rocky areas)
Survival* +4 (+1 rank +0 Wis +3 class)
Swim -1 (-1 Str)
Use Magic Device* +8 (+2 rank +3 Chr +3 class)

* Class Skill

COINS
PP 0
GP 2688
SP 5
CP 0

EQUIPMENT
Mithral Chain Shirt (1100 gp 6.25 lb)
Masterwork Light Crossbow (335 gp 1 lb)
10 bolts (1 gp .25 lb)
Dagger (2 gp .25 lb)
Scroll, Rejuvenate eidolon (lesser) (25 gp)
6 Acid flasks (total 20 gp)
3 alkalai flasks (total 15 gp)
3 alchemist fires (total 20 gp)
3 Star candle firework (total 5 gp)
1 Flash powder (16.67 gp)
1 Shard gel (8.33 gp)

Scritch Equipment:
Scritch's Light Crossbow (35 gp 1 lb)
10 bolts (1 gp .25 lb)

Not carried on missions:
Masterwork Artisan's Tools (55 gp - 5 lbs) +2 Craft(alchemy) check
Alchemy crafting kit (25 gp - 50 lbs)
Alchemist's Lab (200 gp - 40 lbs) +2 Craft(alchemy) check

Feats:
Point Blank Range (1st Level)
Throw Anything (Alchemist 1st Level Bonus)
Precise Shot (3rd level choice)

Discoveries:
Precise Bombs (Bonus, Grenadier 2)
Acid Bombs (Grenadier 2 choice)

Traits:
Highlander (Hills or Mountain): You were born and raised in rugged badlands or hills, and you've become something of an expert at evading the predators, monsters, and worse that haunt the highlands. You gain a +1 trait bonus on Stealth checks, and Stealth is always a class skill for you. This trait bonus increases to +2 in hilly or rocky areas.

Magical Knack: You were raised, either wholly or in part, by a magical creature, either after it found you abandoned in the woods or because your parents often left you in the care of a magical minion. This constant exposure to magic has made its mysteries easy for you to understand, even when you turn your mind to other devotions and tasks. Pick a class when you gain this trait—your caster level in that class gains a +2 trait bonus as long as this bonus doesn't raise your caster level above your current Hit Dice.

Special Abilities:
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).
6 of 6 times per day

+2 Dexterity, +2 Charisma, –2 Strength: Halflings are nimble and strong-willed, but their small stature makes them weaker than other races.

Small: Halflings are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their CMB and CMD, and a +4 size bonus on Stealth checks.

Fleet of Foot: Some halflings are quicker than their kin but less cautious. Halflings with this racial trait move at normal speed and have a base speed of 30 feet. This racial trait replaces slow speed and sure-footed.

Fearless: Halflings receive a +2 racial bonus on all saving throws against fear. This bonus stacks with the bonus granted by halfling luck.

Halfling Luck: Halflings receive a +1 racial bonus on all saving throws.

Weapon Familiarity: Halflings are proficient with slings and treat any weapon with the word "halfling" in its name as a martial weapon.

Languages: Halflings begin play speaking Common and Halfling. Halflings with high Intelligence scores can choose from the following: Dwarven, Elven, Gnome, and Goblin.

Polyglot: Some halflings, especially those who spend a lot of time traveling, develop a talent for learning new languages. These halflings gain a +2 racial bonus on Linguistics checks, and it is always a class skill for them. Halflings with this racial trait also begin play with the ability to speak Common, Halfling, and any one other language of their choice (except for secret languages, such as Druidic) in addition to bonus languages due to high Intelligence. They still gain the normal list of halfling bonus languages. This racial trait replaces keen senses and alters the halfling language racial trait.

At 1st level, a grenadier picks one martial weapon to become proficient in the use of. This ability replaces Brew Potion.
Weapon and Armor Proficiency: Alchemists are proficient with all simple weapons and bombs. They are also proficient with light armor, but not with shields.

Alchemy (Su): Alchemists are not only masters of creating mundane alchemical substances such as alchemist's fire and smokesticks, but also of fashioning magical potion-like extracts in which they can store spell effects. In effect, an alchemist prepares his spells by mixing ingredients into a number of extracts, and then “casts” his spells by drinking the extract. When an alchemist creates an extract or bomb, he infuses the concoction with a tiny fraction of his own magical power—this enables the creation of powerful effects, but also binds the effects to the creator.

When using Craft (alchemy) to create an alchemical item, an alchemist gains a competence bonus equal to his class level on the Craft (alchemy) check. In addition, an alchemist can use Craft (alchemy) to identify potions as if using detect magic. He must hold the potion for 1 round to make such a check.

An alchemist can create three special types of magical items—extracts, bombs, and mutagens. Bombs are explosive splash weapons, and mutagens are transformative elixirs that the alchemist drinks to enhance his physical abilities—both of these are detailed in their own sections below.

Extracts are the most varied of the three. In many ways, they behave like spells in potion form, and as such their effects can be dispelled by effects like dispel magic using the alchemist's level as the caster level. Unlike potions, though, extracts can have powerful effects and duplicate spells that a potion normally could not.

An alchemist can create only a certain number of extracts of each level per day. His base daily allotment of extracts is given on Table 2–1. In addition, he receives bonus extracts per day if he has a high Intelligence score, in the same way a wizard receives bonus spells per day.

When an alchemist mixes an extract, he infuses the chemicals and reagents in the extract with magic siphoned from his own magical aura. An extract immediately becomes inert if it leaves the alchemist's possession, reactivating as soon as it returns to his keeping—an alchemist cannot normally pass out his extracts for allies to use (but see the “infusion” discovery below). An extract, once created, remains potent for 1 day before losing its magic, so an alchemist must re-prepare his extracts every day. Mixing an extract takes 1 minute of work—most alchemists prepare many extracts at the start of the day or just before going on an adventure, but it's not uncommon for an alchemist to keep some (or even all) of his daily extract slots open so that he can prepare extracts in the field as needed.

Although the alchemist doesn't actually cast spells, he does have a formulae list that determines what extracts he can create. An alchemist can utilize spell-trigger items if the spell appears on his formulae list, but not spell-completion items (unless he uses Use Magic Device to do so). An extract is “cast” by drinking it, as if imbibing a potion—the effects of an extract exactly duplicate the spell upon which its formula is based, save that the spell always affects only the drinking alchemist. An alchemist can draw and drink an extract as a standard action. The alchemist uses his level as the caster level to determine any effect based on caster level.

Creating extracts consumes raw materials, but the cost of these materials is insignificant—comparable to the valueless material components of most spells. If a spell normally has a costly material component, that component is expended during the consumption of that particular extract. Extracts cannot be made from spells that have focus requirements (alchemist extracts that duplicate divine spells never have a divine focus requirement).

An alchemist can prepare an extract of any formula he knows. To learn or use an extract, an alchemist must have an Intelligence score equal to at least 10 + the extract's level. The Difficulty Class for a saving throw against an alchemist's extract is 10 + the extract level + the alchemist's Intelligence modifier.

An alchemist may know any number of formulae. He stores his formulae in a special tome called a formula book. He must refer to this book whenever he prepares an extract but not when he consumes it. An alchemist begins play with two 1st-level formulae of his choice, plus a number of additional forumlae equal to his Intelligence modifier. At each new alchemist level, he gains one new formula of any level that he can create. An alchemist can also add formulae to his book just like a wizard adds spells to his spellbook, using the same costs, pages, and time requirements. An alchemist can study a wizard's spellbook to learn any formula that is equivalent to a spell the spellbook contains. A wizard, however, cannot learn spells from a formula book. An alchemist does not need to decipher arcane writings before copying them.

Bomb (Su): In addition to magical extracts, alchemists are adept at swiftly mixing various volatile chemicals and infusing them with their magical reserves to create powerful bombs that they can hurl at their enemies. An alchemist can use a number of bombs each day equal to his class level + his Intelligence modifier. Bombs are unstable, and if not used in the round they are created, they degrade and become inert—their method of creation prevents large volumes of explosive material from being created and stored. In order to create a bomb, the alchemist must use a small vial containing an ounce of liquid catalyst—the alchemist can create this liquid catalyst from small amounts of chemicals from an alchemy lab, and these supplies can be readily refilled in the same manner as a spellcaster's component pouch. Most alchemists create a number of catalyst vials at the start of the day equal to the total number of bombs they can create in that day—once created, a catalyst vial remains usable by the alchemist for years.

Drawing the components of, creating, and throwing a bomb requires a standard action that provokes an attack of opportunity. Thrown bombs have a range of 20 feet and use the Throw Splash Weapon special attack. Bombs are considered weapons and can be selected using feats such as Point-Blank Shot and Weapon Focus. On a direct hit, an alchemist's bomb inflicts 1d6 points of fire damage + additional damage equal to the alchemist's Intelligence modifier. The damage of an alchemist's bomb increases by 1d6 points at every odd-numbered alchemist level (this bonus damage is not multiplied on a critical hit or by using feats such as Vital Strike). Splash damage from an alchemist bomb is always equal to the bomb's minimum damage (so if the bomb would deal 2d6+4 points of fire damage on a direct hit, its splash damage would be 6 points of fire damage). Those caught in the splash damage can attempt a Reflex save for half damage. The DC of this save is equal to 10 + 1/2 the alchemist's level + the alchemist's Intelligence modifier.

Alchemists can learn new types of bombs as discoveries (see the Discovery ability) as they level up. An alchemist's bomb, like an extract, becomes inert if used or carried by anyone else.

Mutagen (Su): At 1st level, an alchemist discovers how to create a mutagen that he can imbibe in order to heighten his physical prowess at the cost of his personality. It takes 1 hour to brew a dose of mutagen, and once brewed, it remains potent until used. An alchemist can only maintain one dose of mutagen at a time—if he brews a second dose, any existing mutagen becomes inert. As with an extract or bomb, a mutagen that is not in an alchemist's possession becomes inert until an alchemist picks it up again.

When an alchemist brews a mutagen, he selects one physical ability score—either Strength, Dexterity, or Constitution. It's a standard action to drink a mutagen. Upon being imbibed, the mutagen causes the alchemist to grow bulkier and more bestial, granting him a +2 natural armor bonus and a +4 alchemical bonus to the selected ability score for 10 minutes per alchemist level. In addition, while the mutagen is in effect, the alchemist takes a –2 penalty to one of his mental ability scores. If the mutagen enhances his Strength, it applies a penalty to his Intelligence. If it enhances his Dexterity, it applies a penalty to his Wisdom. If it enhances his Constitution, it applies a penalty to his Charisma.

A non-alchemist who drinks a mutagen must make a Fortitude save (DC 10 + 1/2 the alchemist's level + the alchemist's Intelligence modifier) or become nauseated for 1 hour—a non-alchemist can never gain the benefit of a mutagen, but an alchemist can gain the effects of another alchemist's mutagen if he drinks it. (Although if the other alchemist creates a different mutagen, the effects of the “stolen” mutagen immediately cease.) The effects of a mutagen do not stack. Whenever an alchemist drinks a mutagen, the effects of any previous mutagen immediately end.

Throw Anything (Ex): All alchemists gain the Throw Anything feat as a bonus feat at 1st level. An alchemist adds his Intelligence modifier to damage done with splash weapons, including the splash damage if any. This bonus damage is already included in the bomb class feature.

Alchemical Weapon (Su)

At 2nd level, a grenadier can infuse a weapon or piece of ammunition with a single harmful alchemical liquid or powder, such as alchemist’s fire or sneezing powder, as a move action. This action consumes the alchemical item, but transfers its effect to the weapon in question.

The alchemical item takes full effect on the next creature struck by the weapon, but does not splash, spread, or otherwise affect additional targets. Any extra damage added is treated like bonus dice of damage, and is not doubled on a critical hit. The alchemical treatment causes no harm to the weapon treated, and wears off 1 minute after application if no blow is struck. At 6th level, a grenadier can use her alchemical weapon ability as a swift action. At 15th level, this ability becomes a free action.

This ability replaces poison resistance.

Precise Bombs (Ex)

At 2nd level, a grenadier gains the precise bombs alchemist discovery as a bonus discovery. Whenever the alchemist throws a bomb, he can select a number of squares equal to his Intelligence modifier that are not affected by the splash damage from his bombs. If the bomb misses, this discovery has no effect.

This ability replaces poison use.

DESCRIPTION
A young, feisty halfling with spiky purple hair and violet colored eyes.

HISTORY
150 GP - 149 spent = 1 gp start
1.1 Tide of Twilight (+1XP/+1PP/+1FP/+521GP)
Used Scroll, Rejuvenate Eidolon, Lesser
Scroll, Magic Fang
1.2 Rise of the Goblin Guide (4-01) (+1XP/+2PP/+2FP/+520GP)
1.3 #01-35 Voice in the Void (+1XP/+2PP/+2FP/+521GP)
2.1 Frostfur Goblins GM Credit Applied (+1XP/+2PP/+2FP/+502GP)
2.2 #00-06 Black Waters (+1XP/+2PP/+2FP/+570GP)
2.3 #05-19 The Horn of Aroden (+1XP/+2PP/+2FP/+511GP+5GP) Start: 2,635 GP End: 3,151 GP
3.1 #04-05 Sanos Abduction (+1XP/+2PP/+2FP/+1315GP) Start: 3151 GP End: 2688
- Spend 2 prestige on CLW wand
- spend 1100 gold on mithral chain shirt - 5 for leather sold +4 AC, 0 ACP, +6 Dex max
- spend 55 gp on Masterwork Artisan's Tools (+2 circumstance bonus), 200 on Alchemist's Lab and 25 on alchemy crafting kit
So also buying and making:
- 6 Acid flasks (total 20 gp), 3 alkalai flasks (total 15 gp), 3 alchemist fires (total 20 gp), 3 Star candle firework (total 5 gp), 1 Flash powder (16.67 gp), 1 Shard gel (8.33 gp): Total 85 gp

Planning Ahead:

rapier prof single level dip in Inspired Blade swashbuckler gets you weapon finesse, weapon focus, and sets you up for Fencing Grace right at level 1. maybe.... or maybe lance for way future
probably just summoner from here on out

Alchemist crafting:

Acid Alchemy 15
Alchemist's fire, smokestick, or tindertwig Alchemy 20
Antitoxin, sunrod, tanglefoot bag, or thunderstone Alchemy 25

To determine how much time and money it takes to make an item, follow these steps.

1. Find the item's price in silver pieces (1 gp = 10 sp).

2. Find the item's DC from Table: Craft Skills.

3. Pay 1/3 of the item's price for the raw material cost.

4. Make an appropriate Craft check representing one week's worth of work. If the check succeeds, multiply your check result by the DC. If the result × the DC equals the price of the item in sp, then you have completed the item. (If the result × the DC equals double or triple the price of the item in silver pieces, then you've completed the task in one-half or one-third of the time. Other multiples of the DC reduce the time in the same manner.) If the result × the DC doesn't equal the price, then it represents the progress you've made this week. Record the result and make a new Craft check for the next week. Each week, you make more progress until your total reaches the price of the item in silver pieces.

If you fail a check by 4 or less, you make no progress this week. If you fail by 5 or more, you ruin half the raw materials and have to pay half the original raw material cost again.

Take 10 Craft DC = 19 +2 (MW tools) +2 (lab) = 23 (need 2 more skill points to auto-succeed with DC 25 items)

DC 15: Take 10 23, 15*23=345 - 1 week and 1/3 cost for anything under 34.5 gp.

DC 20: 23*20 = 460 - 1 week and 1/3 cost for anything under 46gp

So, no checks needed to buy:
Acid (3 for 10gp): 1d6 acid damage for direct hit, 1+int dmg for splash 5' range
Alchemist's fire (3 for 20gp): 1d6 fire damage for direct hit + 1d6 fire next round, 1+int dmg for splash 5' range
Alkali flask (3 for 15 gp): like acid, but double damage vs oozes
Flash powder (3 for 50gp): Creatures within a 10-foot-radius burst are blinded for 1 round (Fortitude DC 13 negates).
Shard gel (3 for 25 gp): A direct hit deals 1d4 points of piercing damage as the shards penetrate the target's flesh. The target's square and each square adjacent to it are covered in shards that function like caltrops. The caltrops last for 5 rounds before dissolving into harmless green sludge.
Star candle firework (3 for 5 gp): When lit, this foot-long wooden tube launches a flaming pyrotechnic "candle" every round for 4 rounds. The projectiles deal 1 point of nonlethal damage and 1 point of fire damage if they hit; on a critical hit, the target is also blinded for 1 round. The projectiles shed light as candles for 1 round and have a range increment of 5 feet. Attacking with a star candle is a ranged touch attack and always has a –4 nonproficiency penalty.
Smokestick
Tindertwig

DC 25: can't take 10 - no progress.
Antitoxin, sunrod, tanglefoot bag (3 for 50), or thunderstone (3 for 30)
Bottled lightning, burst jar, flame mountain firework, fuse grenades, itching powder, liquid ice,

------------------------
Scritch
CG Small Serpentine Azata Eidonlon 1
Languages: Same as Leepo

STATISTICS
Abilities Str 8 (-1) Dex 18 (+4) Con 11 (+0) Int 7 (-2) Wis 10 (+0) Cha 11 (+0)

DEFENSE
AC 17 (+2 natural base +4 dex +1 size), touch 13, flat-footed 13
CMD 13 (10 -1 Str +4 Dex -1 Size)
HP 11 (1d10+1) (+1)
Fort +0 (Class +0 Con +0)
Ref +6 (Class +2 Dex +4)
Will +2 (Class +2 Wis +0)

Defensive Abilities

OFFENSE
Speed 20 ft, climb 20ft
Base Attack +1; Melee Touch +4; Ranged Touch +2
CMB -1 (10 -1 Str -1 Size)
Melee
Bite, +0 Att, 1d4-1 Dmg
Tail Slap,
Ranged
Crossbow, Light +6 (+1 BAB +4 Dex +1 Size)

Feats: (1)
Point Blank Range (HD 1)

Skills (4)
Acrobatics +5 (1 rank +4 Dex)
Appraise -2 (-2 Int)
Bluff +0 (+0 Cha)
Climb -1 (-1 Str, but has climb movement)
Diplomacy +0 (+0 Cha)
Disable Device +5 (1 rank + 4 Dex)
Disguise +0 (+0 Cha)
Escape Artist +4 (+4 Dex)
Fly +6 (+4 Dex +2 size)
Heal +0 (+0 Wis)
Intimidate +0 (+0 Cha)
Perception +1 (1 rank +0 Wis)
Sense Motive +0 (+0 Wis)
Stealth +17 (1 rank +4 Dex +4 size +8 skilled evolution)
Survival +0 (+0 Wis)
Swim -1 (-1 Str)

Evolutions (1)
Base Form: serpentine (limbs [arms], tail, tail slap)
Base Evolutions: At 1st level, azata eidolons gain the resistance (electricity) evolution and the 4-point weapon training evolution (proficiency in martial weapons).
Additional Evolutions (1): Skilled (Stealth)

Special Abilities:
Darkvision (Ex): 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 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.