Father Padrick

Markiv Goldroth's page

53 posts. Alias of Scipion del Ferro (RPG Superstar 2011 Top 4).


About Markiv Goldroth

MARKIV GOLDROTH
Male Old Aasimar Summoner (sythesist) (1) +1 skill
Med. Outsider (native)
Age 62; Languages celestial, common, draconic, elven, sylvan
Init +0; Senses Perception +6 darkvision 60 ft.

-=DEFENSE=-
AC 10, touch 10, flat-footed 10
HP 6 (1d8-2); Current = 6
Fort -2, Ref +0, Will +6
Celestial Resistance; acid resist 5, cold resist 5, fire resist 5

-=OFFENSE=-
Speed 30ft
Melee dagger -3 (1d4-3 19-20) Type: Piercing
Breakdown: +0 BAB, -3 Str

-=SPELLS=-
Per Day
0th ~
1st 3 (0 cast)
Known
0th acid splash, detect magic, guidance, read magic
1st grease, mage armor

Spell-like Abilities
1/day daylight
8/day summon monster I

-=OTHER=-
Str 5, Dex 10, Con 7, Int 16,Wis 18, Cha 20
BAB +0 ; CMB -3; CMD 7

Feats 1st-Summoner's Call

Skills 6= 2 Class, +3 Int, +1 Human
Name(stat) +mod = stat+rank+class+misc-ACP

Diplomacy (Cha) +12 = 5+1+3+3
Knowledge (arcana) (Int) +7 = 3+1+3
Knowledge (local) (Int) +7 = 3+1+3
Knowledge (planes) (Int) +7 = 3+1+3
Perception (Wis) +6= 4+0+0+2
Spellcraft (Int) +9 = 3+1+3+2
Use Magic Device (Cha) +8 = 5+1+3

Fused Eidolon Form:
Init +1; Senses Perception +6 darkvision 60 ft.

-=DEFENSE=-
AC 15, touch 11, flat-footed 14 (dexterity +1, natural armor +4)
HP 9 (1d8+); Current = 9
Temp HP 6 (1d10+1) Current = 6
Fort +1, Ref +1, Will +6
Celestial Resistance; acid resist 5, cold resist 5, fire resist 5

-=OFFENSE=-
Speed 30ft
Melee 2 claws +4 (1d6+3 x2) Type: Slashing
Breakdown: +1 BAB, +3 Str

-=OTHER=-
Str 16*, Dex 12*, Con 13*, Int 16,Wis 18, Cha 20
BAB +1 ; CMB +4; CMD 15

-=EVOLUTIONS=-
3 Evolution Points
Improved Damage (claws) 1 pt.
Improved Natural Armor 1 pt.
Skill Bonus (diplomacy) 1 pt.

*For 10 minutes after summoning, Strength, Dexterity, and Constitution are increased by +2.


Traits, and Class abilities:
-=Traits=-
Devotee of a Dead God (Faith Trait)
You simply cannot and will not accept that your god is dead. Your faith in his teachings and religion are stronger than ever.
Benefit: You gain a +1 trait bonus on Diplomacy checks and Knowledge (religion) checks. One of these skills (Diplomacy) is always a class skill for you.

Theoretical Magicion (Magic Trait)
You've studied more magic than what you can actually perform.
Benefit: You gain a +2 trait bonus on Spellcraft checks.

-=Class Abilities=-
---Favored Class: +1 Skill point
---Cantrips (Sp): Summoners's learn a number of cantrips. These spells are cast like any other spell, but they do not consume any slots and may be used again.
---Fused Eidolon (Su): synthesist summons the essence of a powerful outsider to meld with his own being. Instead of appearing as a separate creature next to the summoner, the eidolon appears around the synthesist, so that the synthesist seems to be inside a translucent image of his eidolon. The synthesist directs all of the eidolon’s actions while fused, perceives through its 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 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. Thesynthesist 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.
While fused, the synthesist 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. 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 sent back to its home plane. This ability replaces life link.
---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).


Equipment:
Wealth 68gp
dagger
robes

-belt pouch-
spell component pouch

Carried Weight 2lbs
Light: 16lb


Description:

Background: