| Full Name |
Midri to Rhiri |
| Race |
Half Elf |
| Classes/Levels |
Unchained Summoner 5 | HP 33/33 | AC:16 /20 W-Shield / T:11 / FF:15 / F: +2 / R: +2 / W: +3 | CMB +5 | CMD 16 | Speed 30 | Init: +1 | Perc: +2 | Bond Sense 5/5 | Summon Monster III 7/7 |
| Gender |
Female |
| Size |
Medium |
| Age |
21 |
| Special Abilities |
Bond Senses 5/day , Eidolon Link , Elf Blood, Life Link, Low Light Vision, Share Spells with Eidolon |
| Alignment |
CN |
| Deity |
Desna |
| Languages |
Abyssal, Aklo, Celestial, Common, Daemonic, Draconic, Elven, Infernal, Thassilonian |
| Occupation |
Pathfinder |
| Strength |
14 |
| Dexterity |
12 |
| Constitution |
13 |
| Intelligence |
14 |
| Wisdom |
8 |
| Charisma |
18 |
About Midri
Female Half Elf Unchained Summoner
CN Medium humanoid (Half Elf)
Init +1; Senses Perception +2 Vision Low Light
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Defense
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AC 16 20 W-Shield, touch 11, flat-footed 15 (+5 armor, +1 Dex,) (+2AC when near to Eidolon)
HP 33 (5d8+5)
Fort +2, Ref +2, Will +3; +2 vs Enchantments, +2 vs Charm & Compulsion
(+2 to all saves when near Eidolon)
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Offense
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Speed 30 ft. (30 ft. in armor)
Melee +1 Adamantine Nodachi +6 (1d10+4/18-20) or
. . Cold iron Cestus +5 (1d4+2/19-20) or
. . Silver Cestus +5 (1d4+2/19-20)
Ranged Masterwork Light Crossbow +5 (1d8/19-20)
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Statistics
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Str 14, Dex 12, Con 13, Int 14, Wis 8, Cha 18
Base Atk +3; CMB +5; CMD 16
Feats Extra Evolution, Extra Evolution, Spell Focus Conjuration
Traits Birthmark, Demonbane Summoner (The Worldwound)
Alternate Racial Traits: Ancestral Arms (Nodachi), Flexible Half Breed
Skills Acrobatics +0, Bluff +4 Climb +1, Diplomacy +4, Disguise +4, Handle Animal +4, Knowledge (ALL) +6, Linguistics +10, Perception +2, Ride +0, Sense Motive -1, Spellcraft +8 Stealth, +0, Survival -1 (+1 to avoid becoming lost);
Languages Abyssal, Aklo, Celestial, Common, Daemonic, Draconic, Elven, Infernal, Thassilonian
SQ Summon Monster III (7/day) – Standard Action 5 Minute Duration
Combat Gear cold iron crossbow bolts (50), wand of cure light wounds (46 charges), wand of Infernal Healing(40 charges), ring of feather falling, air crystal(2), antiplague, antitoxin, Alchemist Fire (4), Alkali Flask (4), Potion of Endure Elements (2); Other Gear mwk +1 Chain Shirt, +1 Adamantine Nodachi, cold iron cestus, silver cestus, mwk light crossbow, wayfinder, backpack, bandolier, bedroll, belt pouch, blanket winter, flint and steel, smoked goggles, soap, spell component pouch, sun rod(1), tindertwig, trail rations(3), waterskin, weapon cord (2) whetstone, 1318gp 5 sp;
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Spells
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Lv 0 (6-Any) – Detect Magic, Guidance, Light, Mage Hand, Open/Close, Read Magic
Lv 1 (4-5/day) – Grease DC16, Mage Armor, Rejuvenate Eidolon – Lesser, Shield
Lv 2 (3-3/day) – Create Pit DC17, Invisibility, Summon Eidolon
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Special Abilities
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Bond Senses: (5 rounds/day) Standard Action, The summoner can share the senses of his Eidolon, hearing, seeing, smelling, tasting, and touching everything the eidolon does. He can use this ability a number of rounds per day equal to his summoner level. There is no maximum range to this effect, but the eidolon and the summoner must be on the same plane. The summoner can end this as a free action.
Eidolon Link: Allows communication over any distance (mental, free action) but share magic item slots.
Feather Fall (Constant): The affected creatures or objects fall slowly. Feather fall instantly changes the rate at which the targets fall to a mere 60 feet per round. (Equivalent to the end of a fall from a few feet), and the subject takes no damage upon landing while the spell is in effect.
Flexible Half Breed: Alter Self Spell but only human, drow, or elves. Static Form +10 Disguise check to appear as chosen race. CL = Hit dice
Life Link: Whenever the Eidolon takes enough damage to send it back to its home plane the summoner can sacrifice any number of hit points he has without using an action. Each point sacrificed this way prevents one point of damage dealt to the eidolon. This can prevent the eidolon from being sent back to its home plane. There is a penalty for eidolon going more than 100ft away from summoner.
Share Spells: The summoner can cast a spell with the target of “you” on his eidolon (as a spell with range of touch) instead of on himself. Summoner can cast even if spells normally do not affect creature of the eidolons type (outsider). Spells cast this way must come from summoners spell list.
Shield Ally: When summoner is with eidolons reach (and eidolon is not grappled, helpless, paralyzed, stunned, or unconscious) Summoner gains a +2 shield bonus to his AC and +2 circumstance bonus on his saving throws.
Summon Monster III: (7/day) Counts as the spell however standard action to cast and summoner cannot have his eidolon out to use this ability. Creatures summoned last 1min/level rather than 1rd/level. Summoner can call one from the 3rd level list, 1d3 from the 2nd level list or 1d4+1 from the 1st level list. All creatures summoned with this ability have either the celestial or fiendish template and all their attacks are counted as cold iron (in addition to standard type.)
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Gear Information
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Air crystal Each pouch provides 1 minute of breathable air. It is a standard action to put in mouth and a free action to chew each round. Any attempt to speak while chewing air crystals negates any remaining duration.
Alchemist Fire Ranged Touch 1d6 Fire on hit, 1 splash dmg 1d6 on second round. 10 ft Range Increment, Full Round DC 15 Reflex to extinguish.
Alkali Flask Ranged Touch 1d6 acid damage, 1 Splash dmg. 10ft Range Increment, Oozes and Acid based creatures take x2 dmamage
Antiplague This tonic gives a +5 alchemical bonus on fortitude saves against disease for the next hour. If already infected you may also make two saving throws (without the +5 bonus) that day and use the better result
Antitoxin This substance counteracts a specific toxin. If you drink a vial of antitoxin, you gain a +5 alchemical bonus on Fortitude saving throws against poison for 1 hour.
Smoked Goggles These spectacles have lenses made of smoked glass that help protect against creatures with gaze attacks. You are always treated as averting your gaze when dealing with gaze attacks, and you gain a +8 circumstance bonus on saving throws against visual-based attacks (any attack that a blind creature would be immune to). You take a -4 penalty on Perception checks while wearing the goggles, and all opponents are treated as having concealment (20% miss chance).
Wayfinder (empty) A small magical device patterned off ancient relics of the Azlanti, a wayfinder is typically made from silver and bears gold accents. With a command word, you can use a wayfinder to shine (as the light spell). The wayfinder also acts as a nonmagical (magnetic) compass, granting you a +2 circumstance bonus on Survival checks to avoid becoming lost. All wayfinders include a small indentation designed to hold a single ioun stone. An ioun stone slotted in this manner grants you its normal benefits (as if it were orbiting your head), but frequently reveals entirely new powers due to the magic of the wayfinder itself (see Seeker of Secrets page 51).
Weapon cord: weapon cords are 2-foot-long leather straps that attach your weapon to your wrist. If you drop your weapon or are disarmed, you can recover it as a move action, and it never moves any farther away from you than an adjacent square. However, you cannot switch to a different weapon without first untying the cord (a full-round action) or cutting it (a move action or an attack, hardness 0, 0 hit points). Unlike with a locked gauntlet, you can still use a hand with a weapon cord, though a dangling weapon may interfere with finer actions.
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About Xander
Xander
Male Quadruped Fire Elemental
CG Elemental Outsider(Eidolon)
Init +3; Senses Perception +7 Vision Dark 60
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Defense
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AC 19, 23-Mage Armor, 27 Mage Armor + Shield , touch 13, flat-footed 16 (+6 Natural, +3 Dex,)
HP 35
Fort +6, Ref +7, Will +1
Immune Fire, Paralysis, Sleep
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Offense
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Speed 40 ft. (Fly 40ft)
Melee Bite +6(1d6+8) (B/P/S) (Counts as magical) (Power attack included already)
. . Claws x2 +6(1d6+8) (B/P/S) (Counts as magical) (Power attack included already)
. . Gore +6 (1d6+8) (B/P/S) (Counts as magical) (Power attack included already)
Ranged
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Statistics
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Str 19, Dex 16, Con 14, Int 8, Wis 10, Cha 8
Base Atk +4; CMB +6; CMD 21
Feats Power Attack, Toughness
Skills Acrobatics +10 (+4 to jump), Bluff -1, Climb +8, Fly +22, Knowledge (Planes) +3, Linguistics +0, Perception +7, Ride +3, Sense Motive +4, Stealth, +10, Survival +0, Swim +4
Languages Common, Ignan
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Special Abilities
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Flight (Wings) Good Manueverability, Fly speed matches base speed
Immunity Fire: Eidolon is immune to all damage with Fire subtype
Immunity Paralysis: Eidolon is immune to Paralysis Effect
Immunity Sleep: Eidolon is immune to Sleep Effect
Eidolon Link: Allows communication over any distance (mental, free action) but share magic item slots.
Share Spells with Eidolon: The summoner can cast a spell with the target of “you” on his eidolon (as a spell with range of touch) instead of on himself. Summoner can cast even if spells normally do not affect creature of the eidolons type (outsider). Spells cast this way must come from summoners spell list.
Evasion: If exposed to any effect that normally allows one to attempt a Reflex saving throw for half damage, you take no damage on a successful saving throw
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Midri was born as a result of a political marriage uniting a house of elves and a house of humans. Growing up she was expected to be both a skilled wizard and a skilled warrior and despite her best efforts wasn’t able to meet the expectations of either demand.
Not having any other kids her age or station to interact Midri one day surprised both her parents when she came home with a small dog sized fire elemental that while initially caused great worry was eventually accepted as Midri’s childhood pet after proving to be of a friendly temperament.
Now 21 years of age and rather restless Midri made a deal with her parents that in return for being allowed to adventure for a number of years, she would do so exclusively with the Pathfinder Society and would take time to visit at the minimum once a year in order to assure her relatively safety and good health.
With her first year return trip coming soon Midri is nervous yet calm as she knows that no matter where she goes, her trusty companion Xander will accompany her.