Nina Brightspark's page

417 posts. Organized Play character for Lady Ladile.


l Senses: Low-Light Vision, Perception -1

Craft: Carpentry +10, Intimidate +7,Kn. Arcana +7, Kn. Religion +6, Kn. Dungeoneering +5, Kn. Planes +9, Kn. Engineering +7, Ride +10, Spellcraft +8, UMD +7


Female Gnome Unchained Summoner 6/Fighter (Dragoon) 1 l Active Conditions:


HP: 53/53 l AC: 20, T 13, FF 18 l CMD 19 l F +7, R +5, W +5; +2 vs. illusions, +2 vs. fear/despair l Bond Senses (6/6), Eternal Hope (1/1), Maker's Call (1/1), Summon Monster III (6/6) l L1: 5/5, L2: 4/4 l Init +2

About Nina Brightspark

Nina Brightspark
PFS ID# 192133-16
Occupation: Carpenter
Experience: 20
Fame: 33
Prestige: 29
Wealth: 16,531 gp, 3 sp

Gnome Unchained Summoner 6/Fighter (Dragoon) 1
NG Small Humanoid (Gnome)
Init +2; Senses Low-Light Vision; Perception -1 (+2 on checks related to structures (including structural traps))
AC 20, touch 13, flat-footed 18 (+5 armor, +2 shield, +2 Dex, +1 size)
HP 53
Fort +7, Ref +5, Will +5; +2 vs. illusions, +2 bonus vs. fear and despair
Speed 20 ft.
Cold Iron Dagger +9 (1d3+3/19-20)
+1 Adamantine Lance +10 (1d6+5/x2 on charge ×3)
Silver Light Mace +9 (1d4+3)
Light Crossbow +8 (1d6/19-20)
Space 5 ft.; Reach 5 ft. (10 ft. with lance)
Spell-Like Abilities (CL 6th; concentration +9)
1/day — Dancing Lights, Ghost Sound (DC 14), Prestidigitation, Speak with Animals
Summoner (Unchained) Spell-Like Abilities (CL 6th; concentration +9)
6/day — Summon Monster III
Summoner Spells Known (CL 6th; concentration +9)
2nd (4/day) - Barkskin, Create Pit, Glitterdust, Protection vs. Evil (Communal)
1st (5/day) — Grease, Lesser Rejuvenate Eidolon, Mage Armor, Snowball
0 (at will) — Acid Splash, Detect Magic, Light, Mage Hand, Message, Read Magic
Str 17, Dex 15, Con 14, Int 12, Wis 8, Cha 16
Base Atk +5; CMB +7; CMD 19
Arcane Strike
Mounted Combat
Power Attack
Ride-By Attack
Skill Focus: Ride
Spirited Charge
Comparative Religion
Craft: Carpentry +10 - (6 rank, 3 class, 1 Int)
Intimidate +7 - (1 rank, 3 class, 3 Cha)
Kn. Arcana +7 - (3 rank, 3 class, 1 Int)
Kn. Dungeoneering +5 - (1 rank, 3 class, 1 Int)
Kn. Engineering +7 - (1 rank, 3 class, 1 Int, 2 racial)
Kn. Planes +9 - (5 rank, 3 class, 1 Int)
Kn. Religion +6 - (1 rank, 3 class, 1 Int, 1 trait)
Perception -1 - (-1 Wis)
Ride +10 - (2 rank, 3 class, 2 Dex, 3 Skill Focus Ride)
Spellcraft +8 - (4 rank, 3 class, 1 Int)
Use Magic Device +7 - (1 rank, 3 class, 3 Cha)
Racial Modifiers +2 Knowledge: Engineering
Languages Common, Elven, Gnome, Sylvan
Other Gear Backpack, Canteen, Carpentry Tools, Compass, Gnome Trail Rations (5), Ink, Inkpen, Journal, Wooden Holy Symbol of Sarenrae, Wrist Sheath (spring loaded)
Magic Gear
+1 Mithril Chain Shirt
+1 Buckler
Belt of Physical Might +2 (Str & Dex)
Cloak of Resistance +1
Special Abilities
Architectural Ingenuity - Some gnomes demonstrate incredible talent for building and adjusting structures. These gnomes gain a +2 racial bonus on Knowledge (engineering) checks and on Craft and Perception checks related to structures (including structural traps). This racial trait replaces keen senses and obsessive.

Bond Senses (Su) - 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 maximum 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.

Eidolon (Unchained) - 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. Each eidolon has a subtype, chosen when the eidolon is first summoned, that determines its origin and many of its abilities. An eidolon must be within one alignment step of the summoner who calls it (so a neutral good summoner can call a neutral, lawful good, or chaotic good eidolon) and can speak all of his languages. An eidolon is treated as a summoned creature, except it is not sent back to its home plane until reduced to a number of negative hit points equal to or greater than its 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’s hit points are unchanged from the last time it was summoned. 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 function 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 gains 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 appropriate to its subtype. 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).

Eternal Hope (1/day) - Gnomes rarely lose hope and are always confident that even hopeless situations will work out. Gnomes with this racial trait receive a +2 racial bonus on saving throws against fear and despair effects. Once per day, after rolling a 1 on a d20, the gnome may reroll and use the second result. This racial trait replaces defensive training and hatred.

Gnome Magic - Gnomes add +1 to the DC of any saving throws against illusion spells that they cast. Gnomes with Charisma scores of 11 or higher also gain the following spell-like abilities: 1/day—dancing lights, ghost sound, prestidigitation, and speak with animals. The caster level for these effects is equal to the gnome's level. The DC for these spells is equal to 10 + the spell's level + the gnome's Charisma modifier.

Life Link (Su) - 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, as a reaction to the damage, the summoner can sacrifice any number of hit points he has without using an action. Each hit point sacrificed in this way prevents 1 point of damage dealt 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 climb to the levels indicated and eventually returns to normal.

Low-Light Vision - Gnomes can see twice as far as a human in dim light, distinguishing color and detail.

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 this ability is 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.

Shield Ally (Ex) - At 4th level, whenever a summoner is within his eidolon’s reach, the summoner gains 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.

Skilled Rider (Ex) - At 1st level, a dragoon gains both the Mounted Combat and Skill Focus (Ride) feats as bonus feats. This ability replaces the 1st-level fighter bonus combat feat.

Summon Monster III (6/day) (Sp) - 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 on this ability uses up the same power that the summoner uses to call his eidolon.
As a result, he can use this ability only 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 1 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 from this spell-like ability immediately ends. These summon spells are considered to be part of the summoner’s spell list for the purposes of spell trigger and spell completion items. In addition, the summoner 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.

Introduction & Background:



Favored Class Bonuses (U. Summoner):

1st: +1 Skill Point
2nd: +1 Eidolon HP
3rd: +1 Skill Point
4th: +1 Eidolon HP
5th: +1 Skill Point
6th: +1 Skill Point


Wand of Cure Light Wounds (36 charges)
Wand of Shield (39 charges)
Wand of Rejuvenate Eidolon, Lesser (46 charges)
Wand of Mage Fang (23 charges)
Wand of Knock (11 charges)
Handy Haversack
Cold Iron Crossbow Bolt x50
Alkali Flask x2
Alchemist's Fire x3


Alexandrite Gem which sheds light as if affected by Continual Flame at a heightened level (3rd level; CL 5th) - 750gp (Wounded Wisp chronicle)