Full Name |
Medge Houndslayer |
Race |
Catfolk |
Classes/Levels |
Synthesist Summoner 2 |
Gender |
Female |
About Medge Houndslayer
Medge Houndslayer
CG Female Catfolk Summoner (Synthesist) 2 (Favored Class)
Type Medium Humanoid (Catfolk)
Fused Type Medium Outsider / Humanoid (Catfolk)
Height 4’ 7”, Weight 95 lbs
Init +0
Fused Init +2
Senses Perception +6 , Scent
Fused Senses Perception +6 , Scent, Darkvision 60’
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DEFENSE
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AC 10, 10 touch, 10 flat-footed
Fused AC 18 (+2 Dex, +6 nat), 12 touch, 16 flat-footed
hp 12 (2d8)
Fused hp 14 (2d8+2) + 17 temp (2d10+2)
Saves: Fort +0, Ref +0, Will +5
Fused Saves: Fort +1, Ref +2, Will +5
Save Modifiers: Cat’s Luck (1x/day, roll Refl twice and take better result), Evasion (no damage on successful Refl save for 1/2)
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OFFENSE
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Spd 30 ft. normal, 20 ft. climb
Melee Dagger +0 (1d4-1, 19-20 x2, 10’)
Fused Melee Claw/Claw +5/+5 (1d4+3), Bite +5 (1d8+3)
Melee Modifiers +2 attack vs. dogs Dog-Sniff-Hate (not included)
Ranged Dagger +1 (1d4-1, 19-20 x2, 10’)
Fused Ranged Dagger +4 (1d4+3, 19-20 x2, 10’)
Ranged Modifiers +2 attack vs. dogs Dog-Sniff-Hate (not included)
Special Attacks Spells
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STATISTICS
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Ability Scores: Str 8 (-1), Dex 10 (+0), Con 10 (+0), Int 12 (+1), Wis 14 (+2), Cha 20 (+5)
Carrying Capacity Light up to 26 lbs, medium up to 53 lbs, heavy up to 80 lbs
Fused Ability Scores: Str 17 (+3), Dex 15 (+2), Con 13 (+1), Int 10 (+0), Wis 14 (+2), Cha 20 (+5)
Fused Carrying Capacity Light up to 86 lbs, medium up to 173 lbs, heavy up to 260 lbs
Base Atk +1
Fused Base Atk +2
CMB +0; CMD 10
Fused CMB +5; Fused CMD 17
Feats Extra Evolution
Traits Orphaned, Adopted (Dog-Sniff-Hate)
Skills Acrobatics +1 (1 rank), Climb +9 (2 ranks), Perception +6 (2 rank), Stealth +3 (1 ranks), Survival +10 (2 ranks)
Fused Skills Acrobatics +3 (1 rank), Climb +13 (2 ranks), Perception +6 (2 ranks), Stealth +5 (1 ranks), Survival +10 (2 ranks)
Skill Modifiers +2 bonus on Perception, Stealth, and Survival Natural Hunter; +1 Survival Orphaned; +8 Climb Climber
Languages Common, Catfolk, Goblin
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GEAR
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Armor:
Weapons: 2 Daggers
Miscellaneous: 50’ silk rope, Grappling hook, Spell component pouch
Magic Gear
Weapons -
Armor -
Belt -
Body -
Chest -
Eyes -
Feet -
Hands -
Head -
Headband -
Neck -
Ring –
Ring -
Shield -
Shoulders -
Wrist -
Other – Potion of Cure Moderate Wounds
Coin 425 gp
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SPECIAL ABILITIES
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Cat’s Luck: 1x/day, roll Refl twice and take better result; must decide to use before save is attempted
Natural Hunter: +2 bonus on Perception, Stealth, and Surival checks
Climber: 20 ft. Climb speed and +8 bonus to Climb checks
Scent: Detect opponents within 30 feet by sense of smell. If the opponent is upwind, the range increases to 60 feet; if downwind, it drops to 15 feet. Strong scents can be detected at twice these ranges. Overpowering scents can be detected at triple normal range. Exact location of the source is not revealed, only presence somewhere within range. Scenter can take a move action to note the direction of the scent. When the scenter is within 5 feet of the source, it pinpoints the source’s location. A creature with the scent ability can follow tracks by smell, making a Survival check to find or follow a track. The typical DC for a fresh trail is 10 (no matter what kind of surface holds the scent). For each hour that the trail is cold, the DC increases by 2. Creatures tracking by scent ignore the effects of surface conditions and poor visibility.
Orphaned: You gain a +1 bonus to Survival skill checks, and Survival is a class skill
Adopted: Select a race trait from your adoptive race (Dog-Sniff-Hate, Goblin); gain a +2 bonus on attack rolls against dogs you can smell (this includes monstrous hounds such as hellhounds, yeth hounds, and werewolves)
Extra Evolution: Your Eidolon’s evolution pool increases by one.
Class skills: Craft, Fly, Handle Animal, Knowledge (All), Linguistics, Profession, Ride, Spellcraft, Survival, Use Magic Device
Proficiencies: Simple weapons, light armor (no spell failure chance with light armor)
Spells/Orisons: See Spells Section
Fused Link: Whenever the temporary hp of the eidolon reach 0, the summoner can sacrifice any number of hit points. Each hit point sacrificed in this way prevents 1 point of damage done to the eidolon. This can prevent the eidolon from being sent back to its home plane.
Summon Monster I: Can cast Summon Monster I as a spell-like ability 8x/day (3 + CHA). Can only use this ability when his eidolon is not summoned. 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. 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.
Evasion (fused only): When subjected to an attack that normally allows a Reflex save for half damage, take no damage on a successful saving throw.
Fused Eidolon: A synthesist summons the essence of a powerful outsider to meld with her 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.
Eidolon
HD 2
hp 17 (2d10+2)
BAB +2
Senses Darkvision 60’
Form Biped
Armor +6 natural armor (+2 Biped, +2 Improved Natural Armor, +2 Armor Bonus)
Attack 2 claws (1d4), bite (1d6)
Max Attacks 3
Ability Scores Str 17, Dex 15, Con 13 (+2 Dex Ability Increase, +1 Dex/Str Bonus)
Special Abilities Evasion
Free Evolutions: Claws, Limbs (arms), Limbs (legs)
Evolution Pool 5 (4 +1 Extra Evolution)
Purchased Evolutions: Improved Natural Armor (+2), Ability Increase (+2 Dex), Bite (1d6), Improved Damage (Bite to 1d8)
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SPELLS
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Save DC: 10+Spell level+5 (CHA)
Concentration: +7 (level+CHA)
Cantrips (at will, 5 known):
Acid Splash: Ranges touch attack deals 1d3 acid damae
Detect Magic: Detect magic in 60’ cone
Guidance: Grant +1 bonus on attack roll, skill check, or saving throw
Mage Hand: 5-pound Telekinesis
Mending: Restore 1d4 hp to an object, including broken (but not destroyed) magic items of your caster level or less
First level spell selection (3 known, 4 per day; 2 + 2 from CHA bonus)
Grease: Any creature in a greased area when the spell is cast must make a Reflex save or fall. A creature can walk within or through the area of grease at half normal speed with a DC 10 Acrobatics check. Failure means it can't move that round (and must then make a Reflex save or fall), while failure by 5 or more means it falls. Creatures that do not move do not need to make this check and are not considered flat-footed. The spell can also be used on an item. Material objects not in use are always affected, while an wielded object requires its bearer to make a Reflex saving throw. If the initial saving throw fails, the creature immediately drops the item. A saving throw must be made in each round that the creature attempts to pick up or use the greased item. A creature wearing greased armor or clothing gains a +10 circumstance bonus on Escape Artist checks and combat maneuver checks made to escape a grapple, and to their CMD to avoid being grappled.
Mage Armor: Grants +4 armor bonus
Rejuvenate Eidolon, Lesser: Heal 1d10+2 (lev, max +5) points of damage to Eidolon
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BACKGROUND
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Medge is an orphan brought up with little knowledge of her own people by the Screamwing goblin tribe.
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DESCRIPTION
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Grey tabby catfolk with yellow eyes.
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CURRENT STATISTICS
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