Full Name |
Mutt |
Race |
Mongrelman - Monstrous Humanoid |
Classes/Levels |
Summoner/Fighter [roughback] 1 |
Gender |
Male |
Size |
Medium |
Special Abilities |
Eidolon, Life link (Su), Summon monster I (Sp) |
Alignment |
True Neutral |
Languages |
Common, Mongrelman |
Strength |
22 |
Dexterity |
13 |
Constitution |
12 |
Intelligence |
3 |
Wisdom |
9 |
Charisma |
13 |
About Mutt the Mongrelman
Mutt
Male mongrelman summoner/fighter 1
N medium monstrous humanoid
Init +1; Senses darkvision 60 ft.; Perception +2
DEFENSE
AC 19, touch 11, flat-footed 18 (+6 armor, +2 natural armor, +1 Dex)
hp 16 (1d10 + half 1d8 +2)
Fort +3, Ref +1, Will -2;
OFFENSE
Speed 10 ft. (on land, including armor)
Melee (standard) Lucerne Hammer +9 (1d12+12) or slam +9 (1d4+12)
Ranged sling +2 (1d4+8)
Summoner Spells Known (CL 1st; concentration +2; arcane spell failure 25%)
1st (2/day)—alarm, mount
Cantrips (at will)—guidance, light, mage hand, mending
STATISTICS
Str 22, Dex 13, Con 12, Int 3, Wis 9, Cha 13
Base Atk +1; CMB +7 (+9 using left arm); CMD 18 (20 using left arm)
Flaws Pathetic (Int), Weak Will
Feats Mounted Combat, Ride-By Attack, Skill Focus (Ride), Spirited Charge
Skills Acrobatics -2, Climb +5, Escape Artist -2, Perception +1, Ride +6, Stealth -2, Swim +5, Use Magic Device +5 Racial Modifiers +2 Perception
Languages Common, Mongrelman
Gear breastplate, lucerne hammer, spell component pouch, sling, bullets (20), combat trained light horse, military saddle, saddlebags, rations (7 days), feed (7 days), waterskin, 9sp, 5cp
SPECIAL ABILITIES
Eidolon Mutt posesses an Eidolon The eidolon forms a link with the summoner, who, forever after, summons an aspect of the same creature. An eidolon has the same alignment as the summoner that calls it and can speak all of his languages. Eidolons are treated as summoned creatures, except that they are not sent back to their home plane until reduced to a number of negative hit points equal to or greater than their Constitution score. In addition, due to its tie to its summoner, an eidolon can touch and attack creatures warded by protection from evil and similar effects that prevent contact with summoned creatures.
A summoner can summon his eidolon in a ritual that takes 1 minute to perform. When summoned in this way, the eidolon hit points are unchanged from the last time it was dismissed or banished. The only exception to this is if the eidolon was slain, in which case it returns with half its normal hit points. The eidolon does not heal naturally. The eidolon remains until dismissed by the summoner (a standard action). If the eidolon is sent back to its home plane due to death, it cannot be summoned again until the following day. The eidolon cannot be sent back to its home plane by means of dispel magic, but spells such as dismissal and banishment work normally. If the summoner is unconscious, asleep, or killed, his eidolon is immediately banished. The eidolon takes a form shaped by the summoner’s desires. The eidolon’s Hit Dice, saving throws, skills, feats, and abilities are tied to the summoner’s class level and increase as the summoner gains levels. In addition, each eidolon receives a pool of evolution points, based on the summoner’s class level, that can be used to give the eidolon different abilities and powers. Whenever the summoner gains a level, he must decide how these points are spent, and they are set until he gains another level of summoner.
The eidolon’s physical appearance is up to the summoner, but it always appears as some sort of fantastical creature. This control is not fine enough to make the eidolon appear like a specific creature. The eidolon also bears a glowing rune that is identical to a rune that appears on the summoner’s forehead as long as the eidolon is summoned. While this rune can be hidden through mundane means, it cannot be concealed through magic that changes appearance, such as alter self or polymorph (although invisibility does conceal it as long as the spell lasts).
Life Link (Su) Whenever the eidolon takes enough damage to send it back to its home plane, 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.
In addition, the eidolon and the summoner must remain within 100 feet of one another for the eidolon to remain at full strength. If the eidolon is beyond 100 feet but closer than 1,000 feet, its current and maximum hit point totals are reduced by 50%. If the eidolon is more than 1,000 feet away but closer than 10,000 feet, its current and maximum hit point totals are reduced by 75%. If the eidolon is more than 10,000 feet away, it is immediately returned to its home plane. Current hit points lost in this way are not restored when the eidolon gets closer to its summoner, but its maximum hit point total does return to normal.
Summon Monster I (Sp) 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).If this ability is used again, any existing summon monster or gate immediately ends
Traits Mutt possesses the following traits.
Armor Expert Mutt has his armor check penalty reduced by 1
Savannah Child Mutt receives +1 to ride checks
Str 22, Dex 13, Con 12, Int 3, Wis 9, Cha 13
Racial Modifiers +2 Perception
2 ranks
Ride +6 (1 rank, +1 Dex, +3 feat, +1 trait, -3 armor check, +3)
Use Magic Device +5 (1 rank, +1 Cha, +3)