Gunslinger

Neji Lazula's page

136 posts. Alias of Cosmic Dream Lord.


Full Name

Neji Lazula

Race

Gnome

Classes/Levels

Summoner 7/Archmage 1 | HP 80/80 | AC 18 | T 12 | FF 17 | CMD 13 | Fort +7 | Ref +5 | Will +8 | Init +1 | Perc +13

Gender

Female

Size

Small

Age

51

Alignment

Neutral Good

Deity

Erastil

Strength 10
Dexterity 12
Constitution 16
Intelligence 12
Wisdom 12
Charisma 20

About Neji Lazula

Stats:

Starting
Str 12 Dex 12 Con 14 Int 12 Wis 12 Cha 15

After Racial Adjustments
Str 10 Dex 12 Con 16 Int 12 Wis 12 Cha 17

After Level Adjustments Every Four Levels
Str 12 Dex 12 Con 16 Int 12 Wis 12 Cha 18

After Magical Items
Str 12 Dex 12 Con 16 Int 12 Wis 12 Cha 20

Favored Class Points:

Favored Class: Skills
Favored Class Points: 7
Favored Class Designation: 7 to Skills

Neji Stat Block:

Neji Lazula
Female Gnome Summoner 7/Archmage 1
Neutral Good Small Humanoid (Gnome)
Initiative: +1 (1 Dex); Senses: Darkvision 60 ft.; Perception +1
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Defenses
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AC: 18, Touch: 12, Flat Footed: 17 (10, +1 Dex, +6 Armor, +1 Size)
HP: 80/80 (7d8+21) [56 (8*7), +21 (3*7) Con, +3 Archmage];
Fort: +7 (2 Summoner, +3 Con, +2 Resistance)
Ref: +5 (2 Summoner, +1 Dex, +2 Resistance)
Will: +8 (5 Summoner, +1 Wis, +2 Resistance)
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Offenses
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Speed: 20 ft. (20 base)
Melee: N/A
On-Going Spells: Invisibility

Summoner Spells Known (CL 7th; Concentration +12)

Lvl 3: (DC 18) (2/day) —Fly, Invisibility (Greater)
Lvl 2: (DC 17) (4/day) —Barkskin, Haste, Invisibility, Lesser Evolution Surge
Lvl 1: (DC 16) (6/day) —Enlarge Person, Grease, Mage Armor, Reduce Person, Shield
Lvl 0: (DC 14) —Arcane Mark, Detect Magic, Guidance, Mage Hand, Message, Open/Close

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Statistics
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Str 10, Dex 12, Con 16, Int 12, Wis 12, Cha 20
BAB: +5; CMB: +4 (5 BAB, +0 Str, -1 Size); CMD: 14 (10, +5 BAB, +0 Str, +1 Dex, -1 Size)
Feats: Cosmopolitan, Craft Wondrous Item, Extra Evolution (2)
Traits:
Skills: Bluff +13, Diplomacy: +13, Knowledge (Arcana) +9, Knowledge (Local) +5, Knowledge (Planes) +5, Knowledge (Religion) +5, Linguistics +3, Spellcraft +10, Use Magic Device +10
Languages: Common, Gnome, Sylvan, Elven, Celestial, Infernal, Draconic, Thassilionian
Possessions: See Equipment Tab

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Tracked Resources
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Summon Monster IV: 8/8

Feats:

Level 1 Campaign Bonus: Artifact Hunter
Level 1: Cosmopolitan
Level 3: Craft Wondrous Item
Level 5: Extra Evolution
Level 7: Extra Evolution
Tier 1: Extra Mythic Power

Equipment:

BOLD means that the item is with Destroyerman.

CONTAINERS:
Handy Haversack – CRAFTED - 1,000 gp – 2.5 lbs.

Armor: +2 Mithral Chain Shirt - CRAFTED – 3,100 gp - 12.5 lbs.
Waist: Heavyload Belt - CRAFTED - 1,000 gp - 3 lbs.
Body: NONE
Chest: NONE
Eyes: Eyes of the Eagle - CRAFTED - 1,250 gp - 1 lbs.
Feet: NONE
Hands: NONE
Head: NONE
Headband: Headband of Alluring Charisma +2 - CRAFTED - 2,000 gp - 1 lbs.
Neck: NONE
Ring 1: Wedding Ring - Legendary Item
Ring 2: NONE
Shield: NONE
Shoulders: +2 Cloak of Resistance - CRAFTED - 1,000 gp - 0.5 lbs.
Weapons: +1 Keen Falchion for Destroyerman - CRAFTED - 4,375 gp - 8 lbs.
Wrist: NONE

Spell Component Pouch – 5 gp – 2 lbs.
Extra Spell Component Pouch – 5 gp – 2 lbs. – In Haversack

CONSUMABLES:

Wand of Rejuvenate Eidolon - 750 gp, 44/50 Charges
Wand of Rejuvenate Eidolon - 750 gp, 50/50 Charges

TOTAL SPENT: 15,235 gp
Remaining: 8,765 gp

Skills:

Total Ranks: 28 [ 21 (3 * 7) Summoner, +7 FC]

Bluff: +13 (4 Cha, +6 Ranks, +3 Class)
Diplomacy: +13 (4 Cha, +5 Ranks, +3 Class, +1 Racial)
Knowledge (Arcana): +9 (1 Int, +3 Ranks, +3 Class, +2 Academician)
Knowledge (Local): +5 (1 Int, +1 Ranks, +3 Class)
Knowledge (Planes): +5 (1 Int, +1 Ranks, +3 Class)
Knowledge (Religion): +5 (1 Int, +1 Ranks, +3 Class)
Linguistics: +3 (1 Int, +2 Ranks)
Spellcraft: +10 (1 Int, +6 Ranks, +3 Class)
Use Magic Device: +10 (4 Cha, +3 Ranks, +3 Class)

Eidolon Evolutions:

Evolution Point Pool: 10 (9 Summoner, +1 Extra Evolution)

Supernatural Flight - 4 Points
Improved Natural Armor - 1 Point
Improved Natural Armor - 1 Point
Reach (Falchion) - 1 Point
Skilled: Fly - 1 Point
Ability Increase: Strength - 2 Points
Ability Increase: Strength - 2 Points

Gnome Racial Traits:

Ability Score Racial Traits: Gnomes are physically weak but surprisingly hardy, and their attitude makes them naturally agreeable. They gain +2 Constitution, +2 Charisma, and –2 Strength.

Type: Gnomes are Humanoid creatures with the gnome subtype.

Size: Gnomes are Small creatures and thus gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their Combat Maneuver Bonus and Combat Maneuver Defense, and a +4 size bonus on Stealth checks.

Base Speed: (Slow Speed) Gnomes have a base speed of 20 feet.

Languages: Gnomes begin play speaking Common, Gnome, and Sylvan. Gnomes with high Intelligence scores can choose from the following: Draconic, Dwarven, Elven, Giant, Goblin, and Orc. See the Linguistics skill page for more information about these languages.

Weapon Familiarity: Gnomes treat any weapon with the word “gnome” in its name as a martial weapon.

Academician: Some gnomes are more academically inclined than their kin. Gnomes with this racial trait gain a +2 bonus on any single Knowledge skill. This racial trait replaces the obsessive racial trait.

Darkvision: Some gnome strains have lived in the underground depths for so long they have given up on light entirely and gained darkvision with a range of 60 feet. This racial trait replaces low-light vision and keen senses.

Gift of Tongues: Gnomes love languages and learning about those they meet. Gnomes with this racial trait gain a +1 bonus on Bluff and Diplomacy checks, and they learn one additional language every time they put a rank in the Linguistics skill. This racial trait replaces defensive training and hatred.

Magical Linguist: Gnomes study languages in both their mundane and supernatural manifestations. Gnomes with this racial trait add +1 to the DC of spells they cast with the language-dependent descriptor or those that create glyphs, symbols, or other magical writings. They gain a +2 racial bonus on saving throws against such spells. Gnomes with Charisma scores of 11 or higher also gain the following spell-like abilities: 1/day—arcane mark, comprehend languages, message, read magic. The caster level for these effects is equal to the gnome's level. This racial trait replaces gnome magic and illusion resistance.

Summoner Class Abilities:

Weapon and Armor Proficiency: Summoners are proficient with all simple weapons. Summoners are also proficient with light armor. A summoner can cast summoner spells while wearing light armor without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, a summoner wearing medium or heavy armor, or using a shield, incurs a chance of arcane spell failure if the spell in question has a somatic component. A multiclass summoner still incurs the normal arcane spell failure chance for arcane spells received from other classes.

Spells: A summoner casts arcane spells drawn from the summoner spell list. He can cast any spell he knows without preparing it ahead of time, assuming he has not yet used up his allotment of spells per day for the spell’s level.

To learn or cast a spell, a summoner must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a summoner’s spell is 10 + the spell level + the summoner’s Charisma modifier.

A summoner can cast only a certain number of spells of each spell level each day. His base daily spell allotment is given on Table: Summoner. In addition, he receives bonus spells per day if he has a high Charisma score (see Table: Ability Modifiers and Bonus Spells).

A summoner’s selection of spells is extremely limited. A summoner begins play knowing four 0-level spells and two 1st-level spells of the summoner’s choice. At each new summoner level, he gains one or more new spells as indicated on Table: Summoner Spells Known. (Unlike spells per day, the number of spells a summoner knows is not affected by his Charisma score. The numbers on Table: Summoner Spells Known are fixed.)

Upon reaching 5th level, and at every third summoner level thereafter (8th, 11th, and so on), a summoner can choose to learn a new spell in place of one he already knows. In effect, the summoner “loses” the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least one level lower than the highest-level summoner spell he can cast. A summoner may swap out only a single spell at any given level and must choose whether or not to swap the spell at the same time that he gains new spells known for the level.

Cantrips: A summoner learns a number of cantrips, or 0-level spells, as noted on Table: Summoner Spells Known under “Spells Known.” These spells are cast like any other spell, but they may be cast any number of times per day. Cantrips prepared using other spell slots, due to metamagic feats, for example, consume spell slots as normally.

Eidolon: A summoner begins play with the ability to summon to his side a powerful outsider called 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): Starting at 1st level, a summoner forms a close bond with his eidolon. 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 III (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.

Bond Senses (Su): Starting at 2nd level, a summoner can, as a standard action, 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 range to this effect, but the eidolon and the summoner must be on the same plane. The summoner can end this effect as a free action.

Shield Ally (Ex): At 4th level, whenever a summoner is within his eidolon’s reach, the summoner receives a +2 shield bonus to his Armor Class and a +2 circumstance bonus on his saving throws. This bonus does not apply if the eidolon is grappled, helpless, paralyzed, stunned, or unconscious.

Maker’s Call (Su): At 6th level, as a standard action, a summoner can call his eidolon to his side. This functions as dimension door, using the summoner’s caster level. When used, the eidolon appears adjacent to the summoner (or as close as possible if all adjacent spaces are occupied). If the eidolon is out of range, the ability is wasted. The summoner can use this ability once per day at 6th level, plus one additional time per day for every four levels beyond 6th.

Archmage Mythic Abilities:

Hard to Kill (Ex): Whenever you're below 0 hit points, you automatically stabilize without needing to attempt a Constitution check. If you have an ability that allows you to act while below 0 hit points, you still lose hit points for taking actions, as specified by that ability. Bleed damage still causes you to lose hit points when below 0 hit points. In addition, you don't die until your total number of negative hit points is equal to or greater than double your Constitution score.

Mythic Power (Su): Mythic characters can draw upon a wellspring of power to accomplish amazing deeds and cheat fate. This power is used by a number of different abilities. Each day, you can expend an amount of mythic power equal to 3 plus double your mythic tier (5/day at 1st tier, 7/day at 2nd, etc.). This amount is your maximum amount of mythic power. If an ability allows you to regain uses of your mythic power, you can never have more than this amount.

Surge (Su): You can call upon your mythic power to overcome difficult challenges. You can expend one use of mythic power to increase any d20 roll you just made by rolling 1d6 and adding it to the result. Using this ability is an immediate action taken after the result of the original roll is revealed. This can change the outcome of the roll. The bonus die gained by using this ability increases to 1d8 at 4th tier, 1d10 at 7th tier, and 1d12 at 10th tier.

Wild Arcana (Su): As a standard action, you can expend one use of mythic power to cast any one arcane spell without expending a prepared spell or spell slot. The spell must be on one of your arcane class spell lists, must be of a level that you can cast with that arcane spellcasting class, and must have a casting time of "1 standard action" (or less). You don’t need to have the spell prepared, nor does it need to be on your list of spells known. When casting a spell in this way, you treat your caster level as 2 levels higher for the purpose of any effect dependent on level. You can apply any metamagic feats you know to this spell, but its total adjusted level can’t be greater than that of the highest-level arcane spell you can cast from that spellcasting class.

Tier 1 Path Ability - Legendary Item (Ex): You gain a legendary item. This item grants a number of abilities equal to your tier (maximum 3). At 3rd tier, you can select this ability again, increasing the maximum to six abilities and causing the item to become a lesser artifact. At 6th tier, you can select this ability again, increasing the maximum to 10 abilities; the item then becomes a greater artifact.

Legendary Item - Neji's Wedding Ring:

Undetectable: This grants its bonded user the ability to become utterly undetectable while invisible. While invisible and in physical contact with this item, the bonded creature can't be detected or scryed by any method.

Destroyerman – Eidolon:

Male Bipedal Eidolon 7
Neutral Medium Outsider (Extraplanar)
Initiative: +1 (1 Neji); Senses: Darkvision 60 ft.; Perception +14

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Defense
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AC: 22, Touch: 12, Flat-footed: 20 (+2 Dex, +10 Natural, +0 Size)
HP: 72/72 (6d10+12)
Fort: +7, Ref: +4, Will: +5
Defensive Abilities: Evasion
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Offense
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Speed: 30 ft., Fly 30 ft. (Perfect)
Melee: +1 Keen Falchion +13 (2d4+10/15–20)
Space: 5 ft.; Reach: 5 ft. (10 ft. with Falchion)

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Statistics
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Str 23, Dex: 15, Con: 14, Int: 7, Wis: 10, Cha: 11
Base Atk: +6; CMB: +12; CMD: 22
Feats: Material Weapon Proficiency (Falchion), Power Attack, Combat Reflexes
Skills: Acrobatics +6, Fly +16, Perception +14, Sense Motive +9, Stealth +11
Languages: Same as Neji
SQ: Darkvision, Link, Evasion
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Special Abilities
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On-Going Spells:

Darkvision (Ex): The eidolon has darkvision out to a range of 60 feet.

Share Spells (Ex): The summoner may cast a spell with a target of “you” on his eidolon (as a spell with a range of touch) instead of on himself. A summoner may cast spells on his eidolon even if the spells normally do not affect creatures of the eidolon’s type (outsider). Spells cast in this way must come from the summoner spell list.

This ability does not allow the eidolon to share abilities that are not spells, even if they function like spells.

Link (Ex): A summoner and his eidolon share a mental link allows for communication across any distance (as long as they are on the same plane). This communication is a free action, allowing the summoner to give orders to his eidolon at any time. In addition, magic items interfere with the summoner’s connection to his eidolon. As a result, the summoner and his eidolon share magic item slots. For example, if the summoner is wearing a ring, his eidolon can wear no more than one ring. In case of a conf lict, the items worn by the summoner remain active, and those used by the eidolon become dormant. The eidolon must possess the appropriate appendages to utilize a magic item.

Evasion (Ex): If an eidolon is subjected to an attack that normally allows a Reflex save for half damage, it takes no damage if it makes a successful saving throw.

Appearance:

Neji stands proudly at three foot two and weighs about thirty two pounds. While her thin body build would not suggest it, she is in fairly good shape due to her many years of adventuring. Despite being a little over five decades old, the Summoner sports soft, youthful fair skin. However, she does have a few scars here or there considering how many ruins she has dug through. As it is the color of her hair (which is relatively long and thus worn up in a ponytail), Neji loves almost anything and all things blue. Most of the robes she wears are that color. However, she does wear a silver mithril shirt under her robes for protection; this has saved her hide at least a couple of times in her life. Her eyes are golden, and her general demeanor and body language is almost always upbeat.

Personality:

Neji is usually a chipper, upbeat individual who loves to socialize with other humanoids. Like many gnomes, she can seem a little nutty at times, but she is rather grounded in reality for her species. She loves to study and speak different languages and spends much of her free time learning new tongues. Additionally, the Summoner loves to dig through ruins for any leads on rare magical artifacts, and her ultimate desire is to one day find own such a thing. At times, Neji has a tendency to snark about any given situation. In truth, this is a cooping mechanism to hide any worry she might have. If she is honest about her concerns, then Neji is extremely worried/scared by that point. However, having lived five decades and faced danger many times have taught her how to keep a level head most of the time.

History:

Neji is a Varisian gnome from Korvosa. Her parents died of sickness when she was relatively young, and as an only child, Neji was thus unfortunately orphaned. She spent much of her time alone on the streets just trying to survive, and she was constantly lonely and scared as a result, which is never a good thing for a gnome. In time, Neji began to realize that she really could have used a friend to help her out, and in the absence of finding one, the little girl sort of created her own...

Destroyerman opened many doors to Neji. The city streets were suddenly much safer when she had a big, hulking construct following her around. Additionally, he got the gnome her first job: couriers for a local general store chain. Always having something of a silver tongue, Neji was able to negotiate a fair wage for herself to live on while she and her eidolon delivered packages around the city.

The more she believed in Destroyerman, the more powerful he seemed to become. The guy was very deadly with a falchion, and something about his existence began granting her the ability to cast spells. Neji quickly capitalized on her newfound abilities. An adventurous gnome by heart, Neji began to expand the scope of her operations. They served as couriers on treks outside Korovosa, guards for trade caravans, and helpers on scholarly expeditions into old Thassilonian ruins around Varisia. The latter proved to be her calling in life.

As Destroyerman grew in strength and power and Neji's own magical might increased, the little blue-haired gnome began venturing out on her own, often for months at a time. While her primary goal was to study the ways of old Thassilon, Neji found herself wanting more and more to find old artifacts from the fallen empire. She admittedly got a bit wreckless in her pursuits. Her original treks were into safe ruins that had largely been cleared out by other adventurers long ago. However, Neji became looking in places that were much more dangerous and barely made it out each time.

For example, she accidentally wandered in a crypt filled with undead, far more than even Destroyerman could face alone. As her eidolon was increasingly battered and beaten, Neji feared that the expedition would be her last. Luckily, this half-elf and his faerie dragon familiar came along...