Sprite

Ciyradyl Ersatra Augmented's page

53 posts. Alias of FreakyFlyingElf21.


Full Name

Ciyradyl Ersatra Augmented

Race

Elf

Classes/Levels

Synthesist Tauric 3 (AC: 16 [T: 12/F: 14]; HP: 21/21 (18/19 Temp HP); F+3, R+4, W+6 (+2 vs Enchantment); Init: +2; Perc: +4 (+2 C or S in ancient structures), Low-light Vision, 60' Darkvision, Scent)

Gender

Female

Size

Medium

Age

133

Alignment

Chaotic Good

Languages

Common Elven Celestial Draconic Sylvan Sphinx A.Osiriani Terran

Strength 15
Dexterity 15
Constitution 13
Intelligence 17
Wisdom 14
Charisma 17

About Ciyradyl Ersatra Augmented

Basics:
AC: 16
Touch: 12 Flat: 14
CMD: 17

HP: 19 (dead at -13)

BAB: +3
CMB: +5
Fort: +3
Ref: +4
Will: +6

Init: +2
Speed: 40'

Racial traits:
Elven Immunities: Immune to magic sleep effects and gains a +2 racial saving throw bonus against enchantment spells and effects.
Keen Senses: +2 racial bonus on Perception checks.
Elven Magic: +2 racial bonus on caster level checks made to overcome spell resistance. In addition, +2 racial bonus on Spellcraft skill checks made to identify the properties of magic items.
Weapon Familiarity: Proficient with longbows (including composite longbows), longswords, rapiers, and shortbows (including composite shortbows), and treat any weapon with the word “elven” in its name as a martial weapon.
Low-Light Vision:Elves can see twice as far as humans in conditions of dim light.
Darkvision (Ex): The eidolon has darkvision out to a range of 60 feet.
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.
Claws (Ex): An eidolon has a pair of vicious claws at the end of its limbs, giving it two claw attacks. These attacks are primary attacks. The claws deal 1d4 points of damage (1d6 if Large, 1d8 if Huge). The eidolon must have the limbs evolution to take this evolution. This evolution can only be applied to the limbs (legs) evolution once This evolution can be selected more than once, but the eidolon must possess an equal number of the limbs evolution.
Improved Damage, Claws (Ex): One of the eidolon’s natural attacks is particularly deadly. Select one natural attack form and increase the damage die type by one step. This evolution can be selected more than once. Its effects do not stack. Each time an eidolon selects this evolution, it applies to a different natural attack.
Improved Natural Armor (Ex): An eidolon’s hide grows thick fur, rigid scales, or bony plates, giving it a +2 bonus to its natural armor. This evolution can be taken once for every five levels the summoner possesses.
Limbs, Arms, Legs (x2) (Ex): An eidolon grows an additional pair of limbs. These limbs can take one of two forms. They can be made into legs, complete with feet. Each pair of legs increases the eidolon’s base speed by 10 feet. Alternatively, they can be made into arms, complete with hands. The eidolon does not gain any additional natural attacks for an additional pair of arms, but it can take other evolutions that add additional attacks (such as claws or a slam). Arms that have hands can be used to wield weapons, if the eidolon is proficient. This evolution can be selected more than once.
Scent (Ex): An eidolon’s sense of smell becomes quite acute. The eidolon gains the scent special quality, allowing it to detect opponents within 30 feet by sense of smell. If the opponent is upwind, the range increases to 60 feet; if downwind, it drops to 15 feet. Strong scents can be detected at twice the normal range. Scent does not allow the eidolon to precisely locate the creature, only to detect its presence. It can detect the direction with a move action. The eidolon can pinpoint the creature’s location if it is within 5 feet. The eidolon can use scent to track creatures.

Class Features:
Fused Link (Su) The synthesist forms a close bond with his eidolon. Whenever the temporary hit points from his eidolon would be reduced to 0, the summoner can, as a free action, sacrifice any number of his own hit points. Each hit point sacrificed this way prevents 1 point of damage done to the eidolon (thus preventing the loss of the summoner’s temporary hit points), preventing the eidolon from being killed and sent back to its home plane.
Summon Monster II (Sp) 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.
Fused Eidolon A synthesist summons the essence of a powerful outsider to meld with his own being. The synthesist wears the eidolon like translucent, living armor. The eidolon mimics all of the synthesist’s movements, and the synthesist perceives through the eidolon’s senses and speaks through its voice, as the two are now one creature. While fused with his eidolon, the synthesist uses the eidolon’s physical ability scores (Strength, Dexterity, and Constitution), but retains his own mental ability scores (Intelligence, Wisdom, and Charisma). The synthesist gains the eidolon’s hit points as temporary hit points. When these hit points reach 0, the eidolon is killed and sent back to its home plane. The synthesist uses the eidolon’s base attack bonus, and gains the eidolon’s armor and natural armor bonuses and modifiers to ability scores. The synthesist also gains access to the eidolon’s special abilities and the eidolon’s evolutions. The synthesist is still limited to the eidolon’s maximum number of natural attacks. The eidolon has no skills or feats of its own. The eidolon must be at least the same size as the synthesist. The eidolon must have limbs for the synthesist to cast spells with somatic components. The eidolon’s temporary hit points can be restored with the rejuvenate eidolon spell. While fused, the synthesist loses the benefits of his armor. He counts as both his original type and as an outsider for any effect related to type, whichever is worse for the synthesist. Spells such as banishment or dismissal work normally on the eidolon, but the synthesist is unaffected. Neither the synthesist nor his eidolon can be targeted separately, as they are fused into one creature. The synthesist and eidolon cannot take separate actions. While fused with his eidolon, the synthesist can use all of his own abilities and gear, except for his armor. In all other cases, this ability functions as the summoner’s normal eidolon ability (for example, the synthesist cannot use his summon monster ability while the eidolon is present).

Feats and Traits:
Feats:
Weapon Finesse: With a light weapon, elven curve blade, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls.
Weapon Focus (Claw): You gain a +1 bonus on all attack rolls you make using the selected weapon.
Arcane Strike: As a swift action, you can imbue your weapons with a fraction of your power. For 1 round, your weapons deal +1 damage and are treated as magic for the purpose of overcoming damage reduction. For every five caster levels you possess, this bonus increases by +1, to a maximum of +5 at 20th level.

Traits:
Trustworthy:You gain a +1 trait bonus on Bluff checks made to fool someone. You also gain a +1 trait bonus on Diplomacy checks, and Diplomacy is always a class skill for you.
Inquisitive Archaeologist:You gain a +2 trait bonus on Knowledge (engineering) checks, and that skill is always a class skill for you. In addition, you gain a +2 trait bonus on Perception checks to find concealed or secret doors in ancient structures.

Basic Attacks:
Claw: +6, 1d6+2 damage, crit x2, Slash/Pierce
MW Dagger: +6, 1d4+2 damage, crit 19-20/x2, Slash or Pierce
MW Dagger (thrown 10'): +6, 1d4+2 damage, crit 19-20/x2, Slash or Pierce
MW Composite Longbow (Str+2) (110'): +6, 1d8+2 damage, crit x3, pierce
Acid Splash (30'): +5 (ranged touch), 1d3 damage, crit x2, acid

Skills (*Class Skills):

+4/+8 Acrobatics 2r (jump)
+3 Appraise
+3/+4 Bluff (Checks made to fool someone)
+2 Climb
+3 Craft*
+8 Diplomacy 1r
+0 Disable Device*
+3 Disguise
+2 Escape Artist
+2 Fly C
+0 Handle Animal*
+2 Heal
+3 Intimidate
+7 Knowledge (Arcana)* 1r
+7 Knowledge (Dungeoneering)* 1r
+9 Knowledge (Engineering)* 1r
+7 Knowledge (Geography)* 1r
+8 Knowledge (History)* 2r
+7 Knowledge (Local)* 1r
+7 Knowledge (Nature)* 1r
+7 Knowledge (Nobility)*1r
+9 Knowledge (Planes)* 3r
+7 Knowledge (Religion)* 1r
+9 Linguistics* 3r
+4/+6 Perception (find concealed or secret doors in ancient structures)
+3 Perform
+6 Profession* (architect) 1r
+2 Ride*
+2 Sense Motive
+0 Sleight of Hand*
+7/+9 Spellcraft* (identify the properties of magic items.) 1r
+2 Stealth
+2 Survival
+2 Swim
+7 Use Magic Device* 1r

Spells:
# of Spells Known: 6/0th 4/1st
Spells/Day: 4/1st (4/4 left)
Concentration: +6
Spell List:

0th - DC 14
Acid Splash, Detect Magic, Light, Message, Read Magic, Guidance.

1st - DC 15
Endure Elements, Lesser Rejuvenate Eidolon, Mage Armor, Ant Haul.

Spell-like Ability: Summon Monster II - 6/day

Equipment:

Encumbrance: 26.5/76 lbs (153/230)
Gear:
MW Backpack [4 lbs]
MW Longbow, Composite (Str+2) [3 lbs]
Arrows [3 lbs]
MW Dagger [1 lbs]
Spell component pouch [2 lbs]
Explorer's outfit [-]
Cloak of Resistance +1 [1 lb]
Wand of Lesser Rejuvenate Eidolon (20 charges) [-]
Wand of Mage Armor (20 charges) [-]
Wand of Shield (20 charges) [-]
Bedroll [5 lbs]
Belt Pouch [.5 lbs]
Waterskin [4 lbs]
Trail Rations x3 [3 lbs]
Antitoxin [-]

Money:
PP:
GP: 88
SP:
CP:

Background: