Fireworks

Pixy's page

17 posts. Alias of RabbitAlmiraj.


Full Name

Pixy

Race

| HP: 43/43 | AC 21* (T14, FF 19*) (+2 higher w/in reach of eidolon) | CMB: +2 CMD: 14 | F:+4* R:+4* W:+5* (+2 higher w/in reach of eidolon) | Init +2 | Perc +2, SM +0, Bluff +5, Diplomacy +9, Intimidate +5

Classes/Levels

| Speed 20 ft. | Spells: 2nd: 4/4 1st: 3/6 | Eternal Hope: 1/1, Summon Monster: 6/8 | DL: 1/1, GS: 1/1, Pr: 1/1, SwA: 1/1 | Active Conditions: Shield (6 min)

Gender

Female Gnome Summoner 6

Size

Small

Age

40

Alignment

N

Deity

Pharasma

Location

Ustalav

Languages

Common, Gnome, Celestial, Elven, Halfling, Sylvan

Strength 9
Dexterity 14
Constitution 14
Intelligence 16
Wisdom 11
Charisma 20

About Pixy

Statistics:

Pixy
Female Gnome Summoner 6
N Small Humanoid (gnome)
Init +2; Senses Low-light vision, Perception +2

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DEFENSE
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AC 17, touch 14, flat-footed 15 (+3 armour, +1 deflection, +2 Dex, +0 shield, +1 size)
…+4 shield spell
…+2 if within reach of eidolon
hp 43 (6d8+12)
Fort +4, Ref +4, Will +5
…+2 if withing reach of eidolon
…+2 vs. despair, illusions
…+4 vs. Fear

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OFFENSE
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Speed 20 ft.
Melee dagger +4 (1d3-1/19-20)
Ranged acid splash +7 (1d3)

Spells Known (CL 6th, Concentration +10)
2nd4/day—glitterdust, invisibility, lesser restore eidolon, summon monster II
1st6/day—lesser rejuvenate eidolon, protection from evil, shield, summon minor monster
0At Will—acid splash, arcane mark, detect magic, guidance, mage hand, read magic
+1 DC with Illusions

Spell-like Abilities (CL 6th, Concentration +10)
8/day—Summon Monster III (Standard, 1 min/lv)
1/day each—dancing lights, ghost sound, prestidigitation, speak with animals
+1 DC with Illusions

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STATISTICS
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Str 9, Dex 14, Con 14, Int 16, Wis 11, Cha 20
Base Atk +4; CMB +2; CMD 14
Traits Dangerously Curious, Perpetual Companion
Feats Defending Eidolon, Magical Aptitude, Resilient Eidolon
Skills Acrobatics +3 (1R), Craft (woodwork) +9 (1R), Diplomacy +9 (1R), Handle Animal +9 (1R), Knowledge (arcana) +12 (6R), Knowledge (nature) +12 (6R), Knowledge (religion) +7, Perception +2 (0R), Ride +11 (6R), Spellcraft +14 (6R), Stealth +6 (0R), Use Magic Device +17 (6R)
(6 points; 2 class, 3 INT, 0 race, 1 favoured class)
Abilities Bond Senses, Cantrips, Eidolon, Eternal Hope, Gnome Illusions, Keen Senses, Life Link, Maker’s Call, Obsessive, Summon Monsters
Proficiencies simple weapons, light armour
Languages Common, Gnome, Celestial, Elven, Halfling, Sylvan

Special Abilities:

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SPECIAL ABILITIES
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Bond Senses 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.

Defending Eidolon Whenever you are adjacent to your eidolon, you can choose for the eidolon to take a –1 penalty on melee attack rolls and combat maneuver checks to gain a +1 dodge bonus to your Armor Class. When your eidolon’s base attack bonus reaches +5, and for every +5 thereafter, the penalty increases by –1 and the dodge bonus increases by +1. You must choose to use this feat when your eidolon is making an attack or full-attack action with melee or natural weapons, and its effect lasts until your eidolon’s next turn, or until you are no longer adjacent to the eidolon, whichever occurs first.

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 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 work normally. If the summoner is unconscious, asleep, or killed, his eidolon is immediately banished.

Eternal Hope 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.

Life Link 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, as a free action, 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.

Maker’s Call 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.

Resilient Eidolon If you are knocked unconscious, fall asleep, or are killed, your eidolon remains for a number of rounds equal to your summoner level before it is banished. If you are brought back to consciousness before this duration expires, your eidolon is not banished. If the duration expires before you are brought back to consciousness, your eidolon is banished normally.

Shield Ally 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.

Summon Monster 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 fufill the construction requirements of any magic item he creates, so long as he can use this ability to cast the required spell.
…Note: Allowed to summon at same time as eidolon.

Harrowing:

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Harrowing
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The Forge
…+4 to Strength rolls and skills for 24 hours
…+1 to all Strength modifiers for 1 battle
…Automatically win a CMB or grapple check

Gear/Possessions:

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GEAR/POSSESSIONS
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Combat Gear dagger, silversheen (4), holy water (9), potion of hide from undead (4), potion of cure light wounds (3), potion of cure moderate wounds, scroll of summon monster I (CL 3), scroll of grease (4), scroll of lesser rejuvenate eidolon, wand of slow (CL 5, 35 ft., 5 targets, 5 charges)
Possessions studded leather armour, ring of protection +1, faithful lantern, backpack, bag of jewelry, bedroll, grooming kit, tent, board game, belt pouch, onyx gem (2), traveller’s outfit, pretty earrings, waterskin, pretty cloak, bunny stuffy, sunrod (4), terrarium, frog
Money 556 GP 2 SP 5 CP

Background:

Appearance and Personality:

40 years old, 3’2”, 39 lbs, Red hair, pink eyes.