About Nuwa Feng~ ~ ~ ~ Unchained Summoner 2 (Soulbound Summoner* archetype) Female N Half-Elf
Eidolon: Aoa, the Lillend Azata _________________________________________________________________ -- STATS -- Str: 7, Dex: 14, Con: 14, Int: 12, Wis: 12, Cha: 20 (16 + 2 Half-Elf Racial, + 2 Venture Captain Boon*) *See at the bottom of the profile for more information on the Venture Captain Boon _________________________________________________________________ -- SAVES -- • Fortitude: +3* (Con +2, Unchained Summoner +0, Cloak of Protection +1)
* +1 trait bonus vs. spells, spell-like abilities and poison _________________________________________________________________ -- COMBAT -- • Ranged to hit: +3 / -1 with weapons* (BAB +1, Dex +2)
* -4 penalty on weapon attack rolls from 'Blackened' Oracle curse • Initiative +2: Dex +2 • AC 16, FF 14, Touch 12 (+4 Armor, Dex +2) • CMD 11 (BAB +1, Dex +2, Str -2) • Armor Check Penalty -3: Lamellar (leather) [-2] OR Medium Encumbrance [-3] • Land Speed: 20 ft = 30 ft Base Speed -> Reduced to 20 ft due to Medium Encumbrance _________________________________________________________________ -- SKILLS -- • Diplomacy +10 (Rank 1, Class +3, ‘Ease of Faith’ Trait +1, Cha +5)
Lvl 2: each 4 skill points: 2 Unchained Summoner + Int +1
_________________________________________________________________ -- LANGUAGES -- • Racial: Common, Elven
_________________________________________________________________ -- TEMPORARY GEAR -- -- GEAR --
_________________________________________________________________ –– ENCUMBRANCE –– • Weight gear: 45 lbs
_________________________________________________________________ –– GOLD ––
_________________________________________________________________ –– XP / PRESTIGE POINTS / FAME ––
_________________________________________________________________ –– RETRAINING ––:
_________________________________________________________________ –– HALF-ELF FAVORED CLASS BONUS –– Lvl 1- 2: Add +1/4 to the Eidolon's evolution pool. [i]TOTAL: +1/2 Evolution Pool _________________________________________________________________ –– HIT POINTS –– Lvl 1: 10 Hit Points = 8 Unchained Summoner + 2 Con
TOTAL: 17 Hit Points _________________________________________________________________ –– SPELLS KNOWN––
–– SPELLS PER DAY ––
_________________________________________________________________ -- FEATS -- • Level 1: SPELL FOCUS (Conjuration) _________________________________________________________________ -- TRAITS --
_________________________________________________________________ -- CLASS ABILITIES -- * CLASS ABILITIES - Unchained Summoner (Soulbound Summoner) 1 *
• 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. Each eidolon has a subtype, chosen when the eidolon is first summoned, that determines its origin and many of its abilities. An eidolon • Pactbond Curse (Ex): A soulbound summoner’s metaphysical connection with his eidolon has profound effects on both of them. The eidolon’s alignment always matches that of the soulbound summoner, regardless of its subtype. In addition, at 1st level, the summoner must choose an oracle curse, using his summoner level as his oracle level for determining the curse’s effects. Once this choice is made, it cannot be changed. A summoner that gains spells for his list of spells known as a result of his curse must be able to cast spells of the appropriate level in order to cast the learned spell.
FAQ Blackened Curse: The Blackened oracle curse is meant to only impose a penalty on attack rolls with manufactured weapons. Thus, rays, weapon-like spells, and natural weapons are not affected by this curse. • 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.
• Soulbound Evolution: A soulbound summoner’s eidolon gains power from its unusually strong bond with its summoner. At 3rd level, and again at 5th, 7th, and 9th level, the eidolon adds 1 point to its evolution pool. At 11th level, and again at 15th, 17th, and 19th level, the eidolon adds 2 points to its evolution pool. At 7th level, the eidolon can select evolutions even if it does not meet the subtype requirements for that evolution. At 13th level, the eidolon can draw from its summoner’s power to cast spells. The spell must be a spell that the summoner knows, and the summoner must expend two spell slots of the same spell level or higher to allow the eidolon to cast the spell. Expending spell slots in this way does not take an action. The eidolon uses the summoner’s caster level, feats, and casting statistics for all spellcasting purposes. The eidolon must be able to meet all other requirements for casting the spell, such as being able to speak for spells requiring verbal components and providing any material components or focuses for spells that require them. The eidolon must be able to move its body to cast spells with somatic components, but it does not need to have the limbs (arms) evolution.
• 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. • 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. • 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. • Transposition (Su): At 8th level, a summoner can use his maker’s call ability to swap locations with his eidolon. If the eidolon occupies more squares than the summoner, the summoner can appear in any square occupied by the eidolon. The eidolon must occupy the square that was occupied by the summoner if able, or as close as possible if it is not able. • Aspect (Su): At 10th level, a summoner can divert up to 2 points from his eidolon’s evolution pool to add evolutions to himself. He cannot select any evolution that the eidolon could not possess, and he must be able to meet the requirements as well (except for subtype requirements, so long as his eidolon meets the subtype requirement). He cannot select the ability increase evolution through this ability. Any points spent in this way are taken from the eidolon’s evolution pool (reducing the total number available to the eidolon). The summoner can change the evolutions granted by these points anytime he can change the eidolon’s evolutions. • Greater Shield Ally (Su): At 12th level, whenever an ally is within reach of the summoner’s eidolon, the ally gains a +2 shield bonus to its Armor Class and a +2 circumstance bonus on its saving throws. If this ally is the summoner, these bonuses increase to +4. This bonus does not apply if the eidolon is grappled, helpless, paralyzed, stunned, or unconscious. _________________________________________________________________ —Half-Elf RACIAL TRAITS --
------------------------------------------------ — FACTION GOALS - SEASON 10: X goals fulfilled ------------------------------------------------ —-------------- BOONS —------------- Boon for future DR vs. critical hits:
Brutal Reputation: You have developed a reputation as an intimidating figure and fierce combatant. Once per adventure, you can enhance your reputation. Your reputation grows if you succeed at an Intimidate check that is written in to an adventure or successfully demoralize two or more foes during one combat. Your reputation also grows when you confirm a critical hit against an opponent whose CR is greater than your character level or suffer (and survive) a critical hit that deals an amount of damage equal to at least 5 times your character level, leaving you with a permanent, visible scar. When you achieve any of these goals during an adventure, ask your GM to record the adventure’s name and her Pathfinder Society number on the blanks below. Scenario Name GM Number ____________________________________________________ ___________ ____________________________________________________ ___________ ____________________________________________________ ___________ ____________________________________________________ ___________ ____________________________________________________ ___________ ____________________________________________________ ___________ ____________________________________________________ ___________ ____________________________________________________ ___________ ____________________________________________________ ___________ ____________________________________________________ ___________ Once you have successfully built your reputation in 10 adventures, word of your deeds provides you with an enduring benefit. Choose one of the following boons, and cross the other two off the Chronicle sheet. • Your reputation gives weight to your threats. You gain a +1 bonus on Intimidate checks to demoralize creatures. This bonus increases to +2 if you have dealt damage to them within the last minute. • Your thick scars partially deflect blows. You gain DR 3/— that applies only against critical hits and stacks with other forms of damage reduction. • Your fearsome reputation inspires your opponents to flee from battle sooner. Show this boon to your GM at the beginning of the adventure. When you are fighting a foe whose morale condition indicates that they flee or surrender when reduced to a specific number of hit points, this number increases by 10% of their maximum hit points. For example, if a foe with 90 hit points has a morale condition that he flees when reduced to 10 hit points or fewer, he instead flees when reduced to 19 hit points or fewer. Boon for future bonus to diplomacy to gather information:
Subtle Reputation: You have developed a reputation for solving problems with subtlety and finesse—
Boon for future bonus to diplomacy to convince/influence:
Professional Reputation: You have developed a reputation for solving problems with honeyed words. Once per adventure, when you succeed at a Bluff of Diplomacy check that is written into a scenario or use one of those skills to circumvent a combat encounter, ask your GM to record the scenario’s name and her Pathfinder Society number on a line below. You do not gain credit toward this boon for Diplomacy checks used to gather information or Bluff checks to conceal lies that are not specifically called out in the adventure. Scenario Name GM Number ____________________________________________________ ___________ ____________________________________________________ ___________ ____________________________________________________ ___________ ____________________________________________________ ___________ ____________________________________________________ ___________ ____________________________________________________ ___________ ____________________________________________________ ___________ ____________________________________________________ ___________ ____________________________________________________ ___________ ____________________________________________________ ___________ Once you have successfully built your reputation in 10 adventures, word of your deeds provides you with an enduring benefit. Choose one of the following boons, and cross the other two off the Chronicle sheet. • Your reputation as a reasonable negotiator makes others more likely to trust you. You gain a +1 bonus on Diplomacy checks to improve a creature’s attitude. You gain a +2 bonus on Diplomacy checks to make requests of creatures whose attitude is friendly or better. • Your false reputation of trustworthiness bolsters your future lies. You gain a +1 bonus on Bluff checks to deceive others. If the lie is unlikely, your bonus increases to +2. If it is far-fetched or impossible, your bonus increases to +3. • You are skilled at gaining access to places and avoiding the typical fees. You gain a +2 bonus on all skill checks to negotiate permission to enter a location and to all skill checks to lower fees, fines, or tolls. Boon to be able to know more about monsters that were identified in other adventures:
Seen it Once: Even if your formal education in creature lore is limited, you have a good memory and can quickly recall experiential trivia about common creatures when you encounter them a second time. Whenever you encounter one of the creature types listed below, and either you or an ally identifies the creature, you may check the box next to that creature’s name below. When you do so, record the name of one of the creature’s special abilities (breath weapon, damage reduction, resistances, etc.) next to the name. Whenever you encounter and positively identify this creature type in the future, you automatically recall this piece of information; remembering this fact is in addition to any other facts you may remember with a successful Knowledge check. Basilisk Dark naga Demon, babau Demon, succubus Demon, vrock Derro Devil, bearded Devil, bone Devil, imp Doppelganger Elemental, air Elemental, earth Elemental, fire Elemental, water Ghost Ghoul
Boon to increase one ability score by 2 as the protege of Venture Captain Zaarah Katsu ;-):
☐ Venture-Captain: You are honored by the Decemvirate with a promotion to the rank of
Boon to give the 'THE PESSIMIST' trait as an extra trait:
Favorite of Roslar’s Coffer: Whether you grew up in Lastwall, have spent several years training there, or
• THE PESSIMIST (Campaign via ‘Favorite of Roslar’s Coffer’ Boon): You expect the worst and have rarely been disappointed. Your dour outlook may hail from the original destruction of Roslar’s Coffer at the hands of the Twisted Nail tribe, the exile of the faithful from the nearby Sarenite temple, or some more personal misfortune, but it has set you apart among the largely forward-thinking population of Lastwall. Your faith that the worst possible outcome will occur grants you a +1 trait bonus on Will saving throws. Your frustrating pessimism can spur friends to succeed just to spite you; once per day as a free action, you can force an ally within 30 feet to reroll a saving throw she just failed, using the better of the two results. Boon to give the 'Ease of Faith' trait as an extra trait:
Pathfinder Apprentice:
One of the Pathfinder Society’s finest agents took an interest in your success, and helped prepare you for a dangerous but rewarding career as a member of Society. Select one of your PCs of at least 12th level to be a mentor to a new 1st-level PC, and apply this Chronicle sheet to the 1st-level PC. That PC receives one of the following traits as a bonus trait: Canter, Dirty Fighter, Ease of Faith, Fencer, Gifted Adept, or Magical Talent. This trait cannot belong to the same type as another trait that the PC possesses. All of these traits appear in the Pathfinder RPG Advanced Player’s Guide as well as in the free Character Traits Web Enhancement. Boon to allow taking the 'Soulbound Summoner' archetype which is not PFS legal:
Legendary Access: Thank you for GMing at a Premier Plus Convention! Your heroic efforts have given you access to the following special options. Check the box next to the option of your choice and then cross the others off of this sheet. You can have multiple copies of this boon attached to a single character, but each must have a different option selected. All options from this boon are drawn from Pathfinder Adventure Path #144: Midwives to Death, and available at www.paizo.com/prd.
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