Thorn's End Guard

Malthazir's page

860 posts. Alias of CampinCarl9127.


Full Name

Malthazir Aleamitore

Race

Noble Elf

Classes/Levels

Wizard 8/Bard 1 | AC 15/10/15 | HP 62/62 | F +3, R +5, W +9 | CMD 12 | Move 30 ft. | Init +6 | Perc +14 (+2 with familiar)

Gender

Male

Size

Medium

Age

156

Alignment

N

Languages

Common, Elven, Celestial, Draconic, Abyssal, Orc, Giant, Infernal, Gnoll, Goblin, Giant, Ignan, Terran, Aquan, Auran

Strength 7
Dexterity 10
Constitution 10
Intelligence 28
Wisdom 10
Charisma 16

About Malthazir

Statistics:
Male Noble Elf Wizard (Infernal Binder) 8/Male Half-Orc Bard 1
N Medium Humanoid (Elf)
Init +6; Senses Perception +14 (+2 with familiar); darkvision 90 ft.
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DEFENSE
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AC 15, touch 10, flat-footed 15 (+3 armor, +2 natural)
hp 62
Fort +3, Ref +5, Will +9 (+2 vs dream/subconscious/phantasm effects/negative energy) (1/day reroll vs poison)
Resist Electricity 5, Cold 5
Weather Defenses Endure elements (cold only), Wind effects 1 step less severe, treated as 2 sizes larger for wind effects
Combat Defenses Spell storing stormborn robe (can use flame shield or ghoul touch if attacked), projectile catching 1/day
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OFFENSE
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Speed 30 ft.

Melee Quarterstaff +4 (1d6-2)
Dagger +4 (1d4-2)

Ranged

Spell-Like Abilities Dream 1/day
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STATISTICS
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Str 7, Dex 10, Con 10, Int 28, Wis 10, Cha 16
Base Atk +4; CMB +2; CMD 12
Traits Balancer's Banishing, Lucid Dreamer, Bruising Intellect
Drawbacks Paranoid
Feats Scribe Scroll, Weapon Finesse, Spell Focus (conjuration), Augment Summoning, Spell Specialization (summon monster 3), Evolved Summon Monster, Superior Summoning, Improved Initiative
Skills (83 points; 16 Wizard, 6 bard, 73 INT, 18 background, 9 campaign)
ACP -0
(1) Appraise +13
(9) Bluff +15
(9) Diplomacy +15
(9) Escape Artist* +12
(0) Fly* +5
(9) Intimidate +31
(9) Knowledge (Arcana) +21
(6) Knowledge (Dungeoneering) +18
(1) Knowledge (Engineering) +13
(1) Knowledge (Geography) +13
(1) Knowledge (History) +13
(1) Knowledge (Local) +13
(8) Knowledge (Nature) +20
(6) Knowledge (Nobility) +18
(9) Knowledge (Planar) +25
(8) Knowledge (Religion) +20
(9) Linguistics +21
(9) Perception +14 (+2 with familiar)
(9) Perform (Sing) +15
(9) Sense Motive +12 (+2 with familiar)
(9) Spellcraft +26
*Armor Check Penalty applies to these skills
Non-Standard Skill Bonuses
+2 Perception (racial)
+2 Intimidate (racial)
+1 Knowledge (Planar) (trait)
+1 Knowledges (class)
+3 Knowledge (Planar) (class)
+3 Intimidate (familiar)
+2 Perception/Sense Motive (familiar 5 feet)
+5 Spellcraft (ethereal essence)
+5 Intimidate (ethereal essence)
+5 Fly (ethereal essence)
Languages Common, Elven, Celestial, Draconic, Abyssal, Orc, Giant, Infernal, Gnoll, Goblin, Giant, Ignan, Terran, Aquan, Auran, Dwarven

Special Abilities:

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SPECIAL ABILITIES
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Dreamspeaker A few elves have the ability to tap into the power of sleep, dreams, and prescient reverie. Elves with this racial trait add +1 to the saving throw DCs of spells of the divination school and sleep effects they cast. In addition, elves with Charisma scores of 15 or higher may use dream once per day as a spell-like ability (caster level is equal to the elf's character level).

Keen Senses Elves receive a +2 racial bonus on Perception checks.

Overwhelming Magic Some elves obsess over the fundamentals of magic, training for decades to add layers of potent spellwork before they ever begin practicing true spells. This builds a foundation that makes their magic increasingly difficult to resist. These elves gain Spell Focus as a bonus feat.

Arcane Focus Elves with this racial trait gain a +2 racial bonus on concentration checks made to cast arcane spells defensively.

Darkvision Though uncommon, some groups of elves are born with darkvision, rather than low-light vision. In many cases this is taken as a sign of a drow in the elf's ancestry, and can lead to persecution within the elf's home community. Elves with this racial trait gain darkvision with a range of 60 feet, but also gain sensitivity to light and are dazzled in areas of bright light or within the radius of a daylight spell.

Balancer's Banishing As long as you remain neutral, whenever you cast a spell that would send an outsider with the chaotic, evil, good, or lawful subtype back to its home plane, the spell's saving throw DC increases by 1.

Lucid Dreamer Your dreams are a special place of power that only you get to enjoy; driving away threats to your subconscious is as easy as slamming a door. You receive a +1 trait bonus on Knowledge (planes) checks and a +2 trait bonus on Will saves against effects on your dreaming mind or subconscious, such as a night hag’s dream haunting ability, the nightmare spell, and illusions of the phantasm subschool.

Bruising Intellect Intimidate is always a class skill for you, and you may use your Intelligence modifier when making Intimidate checks instead of your Charisma modifier.

Paranoid Anyone who attempts an aid another action of any type to assist you must succeed at a DC 15 check instead of the normal DC 10 check.

Bound Soul Half-orcs receive a +2 racial bonus on Intimidate checks due to their fearsome nature.

Bardic Knowledge A bard adds half his class level (minimum 1) to all Knowledge skill checks and may make all Knowledge skill checks untrained.

Bardic Performance (7/7) A bard is trained to use the Perform skill to create magical effects on those around him, including himself if desired. He can use this ability for a number of rounds per day equal to 4 + his Charisma modifier. At each level after 1st a bard can use bardic performance for 2 additional rounds per day. Each round, the bard can produce any one of the types of bardic performance that he has mastered, as indicated by his level. Starting a bardic performance is a standard action, but it can be maintained each round as a free action. Changing a bardic performance from one effect to another requires the bard to stop the previous performance and start a new one as a standard action. A bardic performance cannot be disrupted, but it ends immediately if the bard is killed, paralyzed, stunned, knocked unconscious, or otherwise prevented from taking a free action to maintain it each round. A bard cannot have more than one bardic performance in effect at one time. Each bardic performance has audible components, visual components, or both. If a bardic performance has audible components, the targets must be able to hear the bard for the performance to have any effect, and many such performances are language dependent (as noted in the description). A deaf bard has a 20% chance to fail when attempting to use a bardic performance with an audible component. If he fails this check, the attempt still counts against his daily limit. Deaf creatures are immune to bardic performances with audible components. If a bardic performance has a visual component, the targets must have line of sight to the bard for the performance to have any effect. A blind bard has a 50% chance to fail when attempting to use a bardic performance with a visual component. If he fails this check, the attempt still counts against his daily limit. Blind creatures are immune to bardic performances with visual components.

Countersong At 1st level, a bard learns to counter magic effects that depend on sound (but not spells that have verbal components.) Each round of the countersong he makes a Perform (keyboard, percussion, wind, string, or sing) skill check. Any creature within 30 feet of the bard (including the bard himself) that is affected by a sonic or language-dependent magical attack may use the bard's Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform check result proves to be higher. If a creature within range of the countersong is already under the effect of a non-instantaneous sonic or language-dependent magical attack, it gains another saving throw against the effect each round it hears the countersong, but it must use the bard's Perform skill check result for the save. Countersong does not work on effects that don't allow saves. Countersong relies on audible components.

Distraction At 1st level, a bard can use his performance to counter magic effects that depend on sight. Each round of the Distraction, he makes a Perform (act, comedy, dance, or oratory) skill check. Any creature within 30 feet of the bard (including the bard himself) that is affected by an illusion (pattern) or illusion (figment) magical attack may use the bard’s Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform check result proves to be higher. If a creature within range of the Distraction is already under the effect of a non-instantaneous illusion (pattern) or illusion (figment) magical attack, it gains another saving throw against the effect each round it sees the Distraction, but it must use the bard’s Perform check result for the save. Distraction does not work on effects that don’t allow saves. Distraction relies on visual components.

Fascinate At 1st level, a bard can use his performance to cause one or more creatures to become fascinated with him. Each creature to be fascinated must be within 90 feet, able to see and hear the bard, and capable of paying attention to him. The bard must also be able to see the creatures affected. The Distraction of a nearby combat or other dangers prevents the ability from working. For every three levels a bard has attained beyond 1st, he can target one additional creature with this ability. Each creature within range receives a Will save (DC 10 + 1/2 the bard’s level + the bard’s Cha modifier) to negate the effect. If a creature’s saving throw succeeds, the bard cannot attempt to fascinate that creature again for 24 hours. If its saving throw fails, the creature sits quietly and observes the performance for as long as the bard continues to maintain it. While fascinated, a target takes a –4 penalty on skill checks made as reactions, such as Perception checks. Any potential threat to the target allows the target to make a new saving throw against the effect. Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a weapon at the target, automatically breaks the effect. Fascinate is an enchantment (compulsion), mind-affecting ability. Fascinate relies on audible and visual components in order to function.

Inspire Courage A 1st level bard can use his performance to inspire courage in his allies (including himself), bolstering them against fear and improving their combat abilities. To be affected, an ally must be able to perceive the bard’s performance. An affected ally receives a +1 morale bonus on saving throws against charm and fear effects and a +1 competence bonus on attack and weapon damage rolls. At 5th level, and every six bard levels thereafter, this bonus increases by +1, to a maximum of +4 at 17th level. Inspire courage is a mind-affecting ability. inspire courage can use audible or visual components. The bard must choose which component to use when starting his performance.

Scribe Scroll At 1st level, a wizard gains Scribe Scroll as a bonus feat.

Arcane Bond Torenz

Conjuration School (Infernal Binder) (Opposition: Enchantment, Necromancy)

Summoner's Charm Whenever you cast a conjuration (summoning) spell, increase the duration by a number of rounds equal to 1/2 your wizard level (minimum 1). This increase is not doubled by Extend Spell. At 20th level, you can change the duration of all summon monster spells to permanent. You can have no more than one summon monster spell made permanent in this way at one time. If you designate another summon monster spell as permanent, the previous spell immediately ends.

Planar Knowledge As an infernal binder, you gain a +3 bonus on Knowledge (planes) checks.

Assume Control At 1st level, you can attempt to gain control over a summoned creature by disrupting the bond between it and the caster who summoned it. You must make a caster level check (1d20 + caster level) equal to 10 + the summoning caster’s level. If you know the summoned creature’s name, you receive a +2 circumstance bonus on the check. If the check is successful, you can control the summoned creature as if you had summoned it for a number of rounds equal to 1/2 your wizard level (minimum 1 round). This does not increase the duration of the original summoning. The original summoning caster can attempt to regain control of the summoned creature as a standard action by making a caster level check against your caster level + 10. When your control ends, the creature reverts to the control of its summoner.

Imp Familiar At 7th level, you gain Improved Familiar as a bonus feat, and must take an imp as a familiar. The imp replaces your current familiar.

Essence Secondary Effects:
Hill Giant Life Essence 1) +1 natural armor bonus.
2) Projectile Catching (Ex) 2/day you can attempt catch/deflect a projectile no larger than a "large" rocks (or projectiles of similar shape). If you would normally be hit by the projectile, you can make a Will save to catch it as a free action. The DC is 15 for a Small rock, 20 for a Medium one, and 25 for a Large one. If the projectile provides a magical bonus on attack rolls, the DC increases by that amount. If the projectile is a magical attack that requires a ranged touch attack, you can similarly make a Will save to "catch" the attack. The DC is 15 for five or less dice of damage, 20 for ten or less dice of damage and 25 for more than ten dice of damage. If the magical attack already requires you to make a saving throw, you may substitute Will for either Fort or Reflex. You will use the spell's DC for this type of catch. You must be aware of the attack in order to make a catching attempt

Mummy Life Essense Mummy's Despair (Su) 2/day as a swift action, all creatures within a 30-foot radius that see Malthazir must make a Will save or be paralyzed by fear for 1 round. This is a paralysis and a mind-affecting fear affect. The save DC is Charisma-based. The DC is equal to 10 + character level + charisma bonus. Malthazir's allies receive a +4 bonus to their save.

Bone Golem Ethereal Essence +2 Initiative: The alertness of the golem imbues you with heightened awareness of your surroundings.

Tupilaq Ethereal Essence 1/day you can reroll a Fort save vs. poison: The essence of the construct melds with your body giving you added defenses against poison.

Huntmaster Ghoul Ethereal Essence +1 Saves. The essence of the huntmaster ghoul grants you a +2 resistance to negative energy.

EE8: Geist/EE9: Geist/EE10: Gnoll Priest (1d3+3;1d3+7) The power of the Geist's essences combined with that of the gnoll priest grants you the ability to summon creatures whose natural attacks also cause 1d3 +1 point of fire damage for every 2 character levels. If you summon fire elementals, their attacks cause 1d3 +1 point of fire damage for every character level.

Gnoll Slayer Life Essence You may grant Precise Strike to a number of your summoned creatures per day equal to twice your Intelligence bonus.

Storm Hag Life Essences +5 Fly Skill; Storm Rider: You are considered two size categories larger for the purpose of wind effects; any time you summon air elementals, you can convert the fire damage to electricity damage.

Ice Giant Elemental Essence +5 Cold Resistance; Darkvision +30 feet.

Gnoll Bard Life Essence +1 Intelligence (Secondary Effect) Diabolical Summoner: Each creature with the [devil] subtype you conjure with any summon spell gains +1 hit point per hit die for the duration of the spell that summoned it.

Spells:

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Bard Spells
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0th (at will)
Extract Essence
Imbue Essence
Light
Mage Hand

1st (2/day)
Feather Fall
Saving Finale

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Wizard Spells
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0th (at will)
Detect Magic
Read Magic
Acid Splash
Disrupt Undead

1st (7/day)
Grease (prepared)
Summon Monster 1
Identify
Sleep
Silent Image (prepared)
Floating Disk (prepared)
Infernal Healing
Mage Armor
Color Spray
Feather Fall (prepared)
Obscuring Mist (prepared)
Unseen Servant (prepared)

2nd (6/day)
Summon Monster 2
Invisibility
Ghoul Touch
Create Pit (prepared x3)
Minor Image (prepared)
Mirror Image (prepared x2)
Silent Table

3rd (6/day)
Summon Monster 3
Draconic Ally (prepared)
Haste (prepared x3)
Stinking Cloud (prepared x2)

4th (4/day)
Summon Monster 4
Black Tentacles (prepared x2)
Dimension Door (prepared)
Emergency Force Sphere (prepared)

Gear/Possessions:

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GEAR/POSSESSIONS
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Carrying Capacity
Light 0-23 lb. Medium 24-46 lb. Heavy 47-70 lb.
Current Load Carried 16 lb.

Money 31 GP 0 SP 0 CP
Quarterstaff (4 lb.) {carried}
Dagger (2gp) (1 lb.) {belt}
Spell Component Pouch x2 (10gp) (4 lb.) {belt | strapped to inner thigh}
Silken Ceremonial Armor (30gp) (4 lb.) {worn}
Potion of CLW (50gp) {backpack}
Potion of Firebrew (x4) (firebelly CL 3) {backpack}
Scroll of Burning Arc {backpack}
Scroll of Burning Disarm {backpack}
Backpack (2gp) (2 lb.) {worn}
Copper Giant Toe x3 {spell component pouch} (makes enlarge person a swift action)

Devil Ooze (1 lb.) {backpack}

Stormborn Robe (4 lbs.) {worn}

The robe is black with swirling storm clouds gathering all over. As the wearer walks or moves a slight shimmer, like brewing lightning, can be seen flashing in the clouds. It is very subtle, and has no gameplay mechanics. That is, it doesn't affect stealth or perception.

+1 Spell Storing Ceremonial Armor (normally charged with ghoul touch)
Secondary Effects: Resist Electricity 5, Endure Elements (cold only), Flame Shield (2/day), Whispering Wind (2/day), Wind effects 1 step less severe

Golden Scale Eye Patch

+5 bonus to perception to see secret or concealed doors as well as other hidden passageways or similar constructs. Additionally, 1/day, as an SLA, the Golden Scale will grant the wearer See Invisiblity. The wearer's character level will serve as the caster level for this spell.

Sage Staff of Lorrynor

(Conjuration1:Tikbalang) - Infernal Summons: When using the Summon Monster spell to summon lawful evil creatures listed on the chart, you may cast the spell as a standard action instead of with a casting time of 1 round.(Secondary Effect) Renew Summons: 1/day, as a standard action, you can cause the staff to emit a burst of positive ethereal energy in a 30’ radius centered on yourself. This energy will renew the health of any creature you have summoned within the burst by 1d6/2 character levels.

(EE16/17:Tikbalang/Staff) - Improved Spell Predilection: By teaching the staff any Summon Monster spell, the wielder of the staff may substitute any Summon Monster spell for another prepared spell of equal or greater level. (Secondary Effect) Spontaneous Combustion: 1/day you can cast fireball from the staff using your caster level as the caster level for the staff. The staff can learn up to a 7th level spell.

Spells available to copy
Illusory Script, Wall of Nausea, Greater Invisibility, Mirage Arcana.

Daily Resource Tracker:
Projectile Catching (2/2) 2/day you can attempt catch/deflect a projectile no larger than a "large" rocks (or projectiles of similar shape). If you would normally be hit by the projectile, you can make a Will save to catch it as a free action. The DC is 15 for a Small rock, 20 for a Medium one, and 25 for a Large one. If the projectile provides a magical bonus on attack rolls, the DC increases by that amount. If the projectile is a magical attack that requires a ranged touch attack, you can similarly make a Will save to "catch" the attack. The DC is 15 for five or less dice of damage, 20 for ten or less dice of damage and 25 for more than ten dice of damage. If the magical attack already requires you to make a saving throw, you may substitute Will for either Fort or Reflex. You will use the spell's DC for this type of catch. You must be aware of the attack in order to make a catching attempt

Mummy's Despair (2/2) 2/day as a swift action, all creatures within a 30-foot radius that see Malthazir must make a Will save or be paralyzed by fear for 1 round. This is a paralysis and a mind-affecting fear affect. The save DC is Charisma-based. The DC is equal to 10 + character level + charisma bonus. Malthazir's allies receive a +4 bonus to their save.

Construct Poison Resistance (1/1) 1/day you can reroll a Fort save vs. poison: The essence of the construct melds with your body giving you added defenses against poison.

Precise Monsters (18/18) You may grant Precise Strike to a number of your summoned creatures per day equal to twice your Intelligence bonus.

Devil Ooze Spells
10/10 - infernal healing
9/10 - mage armor
5/5 - invisibility
3/3 - dispel magic
3/3 - lesser quicken metamagic
2/2 Secondary Effect: From your ooze, you can cast as an SLA, a flight type spell 2/day. You can cast either feather fall, glide, levitate, fly or overland flight once you are high enough level to have access to that spell. So, just feather fall at your current level. Glide & Levitate at 3rd level. Fly at 5th level. Overland flight at 9th level. This spell will function in any level of lighting and can target anyone.

Stormborn Robe
2/2 - flame shield
2/2 - whispering wind

Flame Shield as an immediate action. You create a raging torrent of flame in the rough outline of a shield. The flames protect you from one physical or cold attack, granting you DR/— and cold resistance equal to half your caster level (minimum 1) on that attack. Once the spell has reduced the damage of one attack against you, it is discharged.

Golden Scale Eye Patch
1/1 - see invisibility

Sage Staff of Lorrynor
1/1 - renew summons
1/1 - fireball
1/1 - +5 defensive casting
1/1 - copycat

Renew Summons: 1/day, as a standard action, you can cause the staff to emit a burst of positive ethereal energy in a 30’ radius centered on yourself. This energy will renew the health of any creature you have summoned within the burst by 1d6/2 character levels.

Copycat: 1/day, the staff’s wielder can create an illusory double of themselves as a move action. This double functions as a single mirror image, and lasts for a number of rounds equal to their character level, or until the illusory duplicate is dispelled or destroyed. This ability does not stack with the mirror image spell.

Background:
Malthazir was born in the far northern reaches of Malta, in one of the free cities ruled by a line of noble elves. The Aleamitore line has ruled the small city for centuries, after they wrestled control of it from a band of savage orcs. Malthazir was raised among the elites and nobles of society, learning how to memorize names and titles and how to properly address such people. As he came of age he showed a brilliant mind and an aptitude for magic, so he began studies into wizardry. Malthazir became the court magician of the Aleamitores. His grandparents gifted him a set of silken robes to display both his aptitude in magic as well as his noble standing.

Malthazir got immersed in the world of high society and politics, quickly earning a cold reputation of being a ruthless pragmatist. This earned him nods of approval from the more level-headed politicians, but a lot of dissenting opinions from others, including his own family which he was known to act against if he saw fit. Although the cunning wizard could be polite or charming when needed, more often during heated debates he came down upon his opponents with brutal and up-front logic. It didn't help that he dabbled in magics that were considered unsavory, and when he used extracted essence to create a living salve infused with devil's blood, even some of his relatives turned against him.

But Malta is not a world where nobles get to sit idly in their manors, watching time pass and enjoying the luxuries of life. Malthazir had begun seeing visions of a torn world in his slumber and was unable to rest, and reports of unusual ethereal energy disruptions have begun reaching the elves. Malthazir was brought in for magical counsel on how to best handle the situation, but the enemies he had earned in politics banded together and came up with the idea that it would be best to send Malthazir himself to handle the situation. They turned his cold logic strategy on him and obligated him to go. With a hard set to his jaw and a sour taste in his mouth, Malthazir gathered his things and left.

When he arrived at where the reports came from, he felt a sense of déjà vu from the visions he had seen in his dreams. A large wasteland with burned ground and boulders. He crept along with the hair on the back of his neck standing on end, heart racing as he searched about. He nearly jumped out of his skin when he heard a voice talking in the distance. Malthazir went towards the voice and hugged a boulder, peeking around it. He saw a figure in robes next to what appeared to be a tear in the sky. He looked around just enough to show one eye, and that's when the rift pulsed in a flash of blinding light. Malthazir felt a horrible burning sensation in his left eye, then the world went dark...

Appearance and Personality:
Malthazir is a tall elf with a thin, but somewhat human-looking build. He has sharp facial features, piercing bright green eyes, and short wavy blonde hair. His left eye is completely white and useless, and usually covered by a gold eye patch.

Malthazir has an air of power and command about him. He is a cold pragmatist who tries to see things from all perspectives before making a decision. He frequently takes a "logical" approach to a situation rather than the "good" or "right" way of doing things. However he does have a respect and admiration for people who do do things the good or right way, recognizing that they help to further society and are reliable individuals.

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Summoned Creatures
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Summon Monster Augmented Stat Blocks

Draconic Ally:

Female Forest Psueodragon Ally
NG Medium Magical Beast (Dragon)
Init +2; Senses Perception +6, Blindsense 60 ft., Darkvision 60 ft., Low-Light Vision
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DEFENSE
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AC 18, touch 12, flat-footed 16 (+6 natural, +2 dex)
hp 17 (2d12+4)
Fort +5, Ref +5, Will +4
Immunities Paralysis, sleep
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OFFENSE
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Speed 15 ft., fly 60 ft. (good), burrow 20 ft., climb 30 ft.

Melee Sting +4 (1d6 plus poison)
Bite +4 (1d8)
2 Claws +4 (1d6)
Gore +4 (1d8)

Special Attacks 1/day: Breath Weapon (30 ft. cone, 6d8 piercing damage, DC 14)
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STATISTICS
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Str 11, Dex 15, Con 15, Int 10, Wis 12, Cha 10
Base Atk +2; CMB +2; CMD 14 (+2 vs. trip)
Feats Weapon Finesse
Skills
Diplomacy +5
Fly +15
Percpetion +6
Sense Motive +6
Stealth +19 (+4 in forests)
Survival +6
Non-Standard Skill Bonuses
+4 Stealth (+8 in forests) (racial)
Languages Common, draconic; telepathy (60 ft.)

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SPECIAL ABILITIES
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Poison Sting - injurty; save Fort DC 16, frequency 1/minute for 10 minutes; effect sleep for 1 minute; cure 1 save.

Celestial Eagle:

N Small Celestial Animal (eagle)
Init +2; Senses Perception +9, Darkvision 60 ft.
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DEFENSE
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AC 14, touch 13, flat-footed 12 (+2 dex, +1 natural, +1 size)
hp 7 (1d8+3)
Fort +5, Ref +4, Will +2
Resist Acid, Cold, Electricity 5
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OFFENSE
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Speed 10 ft., fly 80 ft. (average)

Melee 2 talons +3 (1d4+2 plus bleed)
Bite +3 (1d4+2)

Special Attacks Smite evil, bleed
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STATISTICS
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Str 14, Dex 15, Con 16, Int 2, Wis 15, Cha 7
Base Atk +0; CMB +1; CMD 13
Feats Weapon Finesse
Skills
Fly +8
Perception +10
Non-Standard Skill Bonuses
+8 Perception (racial)

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SPECIAL ABILITIES
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Smite Evil 1/day as a swift action, add +1 damage to evil target until target is dead.

Bleed These attacks deal 1d6 bleed damage.

Small Earth Elemental:

N Small Outsider (earth, elemental, extraplanar)
Init -1; Senses Perception +4, Darkvision 60 ft., Tremorsense 60 ft.
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DEFENSE
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AC 17, touch 10, flat-footed 17 (-1 dex, +7 natural, +1 size)
hp 17 (2d10+6)
Fort +6, Ref -1, Will +3
Immune Elemental traits
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OFFENSE
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Speed 20 ft., burrow 20 ft., earth glide

Melee Slam +9 (1d6+8)
Bite +9 (1d6+6)

PA Slam +8 (1d6+11)
PA Bite +8 (1d6+8)

Special Attacks Smite evil, bleed
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STATISTICS
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Str 20, Dex 8, Con 17, Int 4, Wis 11, Cha 11
Base Atk +2; CMB +6 (+2 bull rush); CMD 15
Feats Improved bull rush, Power attack
Skills
Appraise +1
Climb +7
Knowledge (dungoneering) +1
Knowledge (planes) +1
Perception +4
Stealth +7
Non-Standard Skill Bonuses

Languages Terran

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SPECIAL ABILITIES
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Earth Glide A burrowing earth elemental can pass through stone, dirt, or almost any other sort of earth except metal as easily as a fish swims through water. If protected against fire damage, it can even glide through lava. Its burrowing leaves behind no tunnel or hole, nor does it create any ripple or other sign of its presence. A move earth spell cast on an area containing a burrowing earth elemental flings the elemental back 30 feet, stunning the creature for 1 round unless it succeeds on a DC 15 Fortitude save.

Earth Mastery (calculated in as if both targets touching ground) An earth elemental gains a +1 bonus on attack and damage rolls if both it and its foe are touching the ground. If an opponent is airborne or waterborne, the elemental takes a –4 penalty on attack and damage rolls. These modifiers apply to bull rush and overrun maneuvers, whether the elemental is initiating or resisting these kinds of attacks. (These modifiers are not included in the statistics block.)

Celestial Leopard:

N Medium Celestial Animal (leopard)
Init +4; Senses Perception +5, Low-light Vision, Darkvision 60 ft., Scent
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DEFENSE
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AC 15, touch 14, flat-footed 11 (+4 dex, +1 natural)
hp 25 (3d6+12)
Fort +7, Ref +7, Will +2
Resist Acid, Cold, Electricity 5
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OFFENSE
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Speed 30 ft., climb 20 ft.

Melee Bite +7 (1d6+5 plus grab)
2 Claws +7 (1d3+5 plus bleed)

Special Attacks Smite evil, bleed, pounce, rake (2 claws +7, 1d3+5)
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STATISTICS
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Str 20, Dex 19, Con 19, Int 2, Wis 13, Cha 6
Base Atk +2; CMB +7 (+4 grapple); CMD 21 (+4 vs trip)
Feats Skill Focus (stealth), Weapon Finesse
Skills
Acrobatics +8
Climb +11
Perception +5
Stealth +11 (+4 in undergrowth)
Non-Standard Skill Bonuses
+4 Stealth in undergrowth (racial)

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SPECIAL ABILITIES
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Smite Evil 1/day as a swift action, add +3 damage to evil target until target is dead.

Bleed These attacks deal 1d6 bleed damage.

Celestial Aurochs:

N Large Celestial Animal (aurochs)
Init +0; Senses Perception +9, Low-light Vision, Darkvision 60 ft., Scent
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DEFENSE
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AC 13, touch 9, flat-footed 13 (+4 natural, -1 size)
hp 28 (3d8+15)
Fort +8, Ref +3, Will +1
Resist Acid, Cold, Electricity 5
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OFFENSE
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Speed 40 ft.

Melee Gore +9 (1d8+12)

Special Attacks Smite evil, stampede, trample (3d6+12, DC 19)
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STATISTICS
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Str 27, Dex 10, Con 21, Int 2, Wis 11, Cha 4
Base Atk +2; CMB +11; CMD 21 (+4 vs trip)
Feats Skill Focus (stealth), Endurance
Skills
Perception +9

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SPECIAL ABILITIES
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Smite Evil 1/day as a swift action, add +3 damage to evil target until target is dead.

Stampede A stampede occurs if three or more creatures with stampede make a trample attack while remaining adjacent to each other. While stampeding, the creatures can trample foes of their size or smaller, and the trample’s save DC increases by +2.

Improved Damage (trample) One of the eidolon’s natural attacks is particularly deadly. Select one natural attack form and increase the damage die type by one step.