Obherak

Marcus Ironskin's page

310 posts. Alias of Ashe.


Full Name

Marcus Ironskin

Race

Aasimar

Classes/Levels

HP 78/79 (27/28temp), AC 28, Touch 16, FF 26, Fort +9 Reflex +8 WIll +13

Gender

Male

Size

medium

Age

27

Alignment

LG

Deity

Bahamut

Strength 10
Dexterity 10
Constitution 10
Intelligence 15
Wisdom 18
Charisma 20

About Marcus Ironskin

Marcus Ironskin
Male Aasimar Monk MOMS 1/Synth Summoner 5
LG Medium Outsider
Traits: Reactionary(+2 init), Freed Slave(+1Fort save)
Init +4

--------------------
Defense
--------------------
AC 32, touch 16, flat-footed 30
(+10 natural, +2dex, +2shield, +4monk)

HP: 39(3d8max,+3d8 half+1) / Eidolon HP: 28 (4d10 half,+8con)
Fused HP: 51+28=79 DR: 3/Evil
Base Saves Fort +3, Ref +3, Will +6
Modified w/Stats/Cloak: Fort +5, Ref +4, Will +11
FUSED= Fort +9, Ref +8, Will +13

Evasion
--------------------
Offense
--------------------
Battle Form (Biped Eidolon)
Speed 30’
Str 20, Dex 14, Con 14
Base Atk +4; CMB +9; CMD:25 (10+4bab+5str+2dex,4monk)

Glaive-guisarme +10 1d10+8 x3 Brace/Reach
VS Dragons +12 1d10+10+2d6 x3 Brace/Reach

Unarmed +9 1d6+7 x2

Stunning Fist 2/day DC 16 Fort Save

--------------------
Statistics
--------------------

Str 10, Dex 10, Con 10, Int 15, Wis 18, Cha 20
Base Atk +3; CMB +3; CMD 13

Feats:
Extra Evolution(1st)
Dragon Style(Monk Bonus)
Improved Unarmed Strike(Monk 1)
Stunning Fist (Monk 1)
Martial Proficiency Glaive-Guisarme(3rd)
Extra Evolution(5th)

Skills:
Ranks 26
User Magic Device +11(3rank,5cha,3class)
Knowledge Arcana +8 (3rank,2int,3class)
Knowledge History +8 (3rank,2int,3class)
Acrobatics +8 (3ranks,2dex,3class)
Stealth +19 (6rank, 2Dex, 3class, 8racial)
Perception +21 (6rank,4wis,3class,8racial)
Climb +8 (1rank,4str,3class)
Swim +8 (1rank,4str,3class)

Languages Common, Celestial, Draconic, Sylvan

--------------------
Eidolon
--------------------
Starting Statistics

Size Medium; Speed 30 ft.; AC +2 natural armor; Saves Fort (good), Ref (bad), Will (good); Attack 2 claws (1d4); Ability Scores Str 16, Dex 12, Con 13, Int 7, Wis 10, Cha 11

Free Evolutions

claws, limbs (arms), limbs (legs).

Evolution pool: 10pts.
Ability Increase Str (2pt), Improved Natural Armor x2(1pt/each)
Flight (2pt), Skilled Stealth(1pt) Skilled Perception(1pt),
Resist Fire 10(1pt), Resist Acid 10(1pt)

Current Stats:
BAB: +4 HP: 28 (4d10+8)
AC:(+10 natural, +2dex, +2shield)
Str: 20 Dex: 14 Con: 14

--------------------
Racial Traits
--------------------

•Celestial Resistance: Aasimars have acid resistance 5, cold resistance 5, and electricity resistance 5.

•Skilled: Aasimar have a +2 racial bonus on Diplomacy and Perception checks.

•Spell-Like Ability (Sp): Aasimars can use daylight once per day as a spell-like ability (caster level equal to the aasimar's class level).

•Darkvision: Aasimar have darkvision 60 ft. (they can see perfectly in the dark up to 60 feet.)

-------------------
Class Traits
-------------------
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.

Shielded Meld (Ex): At 4th level, whenever the synthesist is fused with his eidolon, he gains a +2 shield bonus to his Armor Class and a +2 circumstance bonus on his saving throws. This ability replaces shield ally.

Maker's Jump (Sp): At 6th level, whenever the synthesist is fused with his eidolon, the synthesist can cast dimension door as a spell-like ability using his caster level. This ability only affects the fused synthesist and eidolon. The synthesist can use this ability once per day at 6th level, plus one additional time per day for every six levels beyond 6th. This ability replaces maker's call and transposition.

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 fulfill the construction requirements of any magic item he creates, so long as he can use this ability to cast the required spell.

Bonus Feat
At 1st level, 2nd level, and every four levels thereafter, a master of many styles may select a bonus style feat or the Elemental Fist feat. He does not have to meet the prerequisites of that feat, except the Elemental Fist feat. Alternatively, a master of many styles may choose a feat in that style’s feat path (such as Earth Child Topple) as one of these bonus feats if he already has the appropriate style feat (such as Earth Child Style). The master of many styles does not need to meet any other prerequisite of the feat in the style’s feat path.

This ability replaces a monk’s standard bonus feats.

Fuse Style (Ex)
At 1st level, a master of many styles can fuse two of the styles he knows into a more perfect style. The master of many styles can have two style feat stances active at once. Starting a stance provided by a style feat is still a swift action, but when the master of many styles switches to another style feat, he can choose one style whose stance is already active to persist. He may only have two style feat stances active at a time. At 8th level, the master of many styles can fuse three styles at once. He can have the stances of three style feats active at the same time. Furthermore, he can enter up to three stances as a swift action.

--------------
Gear: Gold Remaining 10500gp, Spent 10329, Remaining 171gp
--------------
+1 Dragon Bane Glaive-Guisarme (8312gp)
+1 Cloak of Resistance (1000gp)
Pearl of Power 1st (1000gp)

Mundane:

Pathfinder Kit (12gp)
This kit consists of a backpack, a bedroll, a belt pouch, a clay
mug, a dagger, 2 fishhooks, flint and steel, a sewing needle, a
signal whistle, 50 feet of string, 50 feet of thread, a waterskin,
a week's worth of trail rations, and a whetstone. For Small
creatures, the weight of a Pathfinder's kit is 7-1/2 pounds. Leaving
the bedroll and rations at camp or on a mount reduces the weight by
12 pounds for Medium creatures and by 3 pounds for Small creatures.

Pouch, Spell Components (5gp)

--------------
Spells/Cast 1st (6/day), 2nd(3/day)
--------------
Known 0level 6: Detect Magic, Read Magic, Acid Splash, Guidance, Message, Open/Close

Known 1st 4: Mage Armor, Protection from Evil
Rejuvenate Eidolon Lesser, Expeditious Retreat

Known 2nd 3: Haste, See Invisibility, Evolution Surge(Lesser)