Keleshite Wizard

Raphael Anaviel's page

176 posts. Alias of Corsario.


Full Name

Raphael Anaviel

Race

Aasimar (Angel-Blooded)

Classes/Levels

Gestalt Oracle of Life / Unchained Summoner 14 | HP 114/101 | AC 18 T 12 FF 16 CMD 23 | F +10 R +10 W +15 | Init +8 | Perc +15 (Deaf, Darkvision, Scent) | Status: Normal

Gender

Male

Size

Medium

Age

90

Alignment

NG

Deity

Sarenrae

Languages

Common, Read Lips, Celestial, Elven, Draconic

Strength 12
Dexterity 14
Constitution 15
Intelligence 14
Wisdom 14
Charisma 26

About Raphael Anaviel

"Do good deeds properly, sincerely and moderately and know that you deeds will not make you enter Sarenrae's kingdom, and that the most beloved deed to Sarenrae is the most regular and constant even thou it were little."
He speaks in a very particular way, as he is deaf.

Description
Raphael seems like a middle aged man, even if he has lived 90 years, with tanned skin and long black hair and beard. His eyes show tranquility. Peace and contentment. His body seems fit and powerful.
But he is deaf. Even if his voice is melodious, and likes to sing Qadira religious hymns with passion, his speech is slurred.
But his body language wins the day. His ease and calm demeanor makes people trust him.

Personality
He is a calm and pious man, dedicating most of his time healing and resolving problems in the community. He is not bothered by his deafness, and accepts it in good spirit.
He has sworn never to spill, by his hand, the blood of any creature, and he is a strict vegan, when he eats, which he does very infrequently.
That doesn't prevent him from helping in combat distracting and impeding enemies, or summoning creatures to defend good and justice.

Background
Born in Qadira in a very religious family he was quickly recognized as one of the Dawnflower's chosen. He was very well educated, mastering a number of languages (even with his speech deficiencies) and Knowledge about some of the Everlight worst enemies, undead and outsiders.
What his family didn't recognize is his Angelic blood, presenting in his family for the first time in many generations.

Role and Tactics
He is a healer, able to spontaneously cast all cure spells, and Channel Energy to heal 7d6. He can also assume a special "life elemental" shape to heal, and create a life link with his friends, healing them automatically.
His other role is Buff his allies, with Blessing of Fervor, and summoner of creatures (he has the augment summoning feats).
Finally, he is a skilled diplomat with good sense motive and knowledge of many languages, so he can work as the face of the group.

Raphael Anaviel
Male Aasimar (Angel-Blooded) Gestalt Deaf Oracle of Life / Unchained Summoner 14
NG Medium Outsider (Native, Angel-Blooded), Humanoid (Human)
Init +8, Senses Darkvision (60 ft.); Deaf, Scent, Perception +15

Eidolon: Mu'aqquibat The Protector (IMAGE)

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SPENT RESOURCES
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Casts each morning:
Oracle Level 6 Heroes' Feast Every creature is cured of all sickness and nausea, receives the benefits of both neutralize poison and remove disease, and gains 1d8 temporary hit points + 1 point per two caster levels (maximum +10), +1 morale bonus on attack rolls and Will saves and a +4 morale bonus on saving throws against poison and fear effects 12 hours duration
Summoner Level 5 Overland Flight 14 hours duration
Oracle Level 4 Greater Magic Weapon 14 hours duration
Oracle Level 2 Shield Other 14 hours duration
Summoner Level 1 Mage Armor 14 hours duration (2 times, one Raphael, one his Eidolon)

Oracle Spells (Level, Daily, Spent):
7, 4, 0
6, 6, 1
5, 7, 0
4, 8, 1
3, 8, 0
2, 8, 1
1, 8, 0

Summoner Spells (Level, Daily, Spent):
5, 3, 1
4, 6, 0
3, 6, 0
2, 7, 0
1, 7, 1

Channel Energy (9/day): 0
Lesser Quicken Rod (3 charges/day): 0
Lesser Extend Rod (3 charges/day): 0
Alter Self (1/day): 0
Spellguard Bracers (3/day): 0
Quick runner's shirt (1/day): 0
Healer's Kit (10 charges): 0
Cure Light Wounds Wand /Cleric/1st CL) (50 charges): 6
Bless Weapon Wand (Paladin/4th CL) (50 charges): 0
Endure Elements Wand /Cleric/1st CL) (50 charges): 0

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DEFENSE
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AC 18, Touch 12, flat-footed 16 (+4 armor, +2 Dex, +2 Natural)
+4 Shield bonus if in Eidolon's reach (Summoner's Greater Shield Ally)
HP 101 (14d8+28)
Fort +10, Ref +10, Will +16
+2 Trait bonus on saving throws against charm, compulsion, and emotion effects
+4 Morale bonus on saving throws against poison and fear effects (Heroes' Feast)
+4 Competence bonus if in Eidolon's reach (Summoner's Greater Shield Ally)
Immunities Fire (Summoner's Aspect)
Spell Resistance 19 vs. Evil Spells and Spell Like Abilities of Evil Outsiders or with Evil descriptor

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OFFENSE
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Speed 30 ft. Fly 40 ft. (Good maneuverability)
Melee Scimitar +1 (Large/Keen) +7/+2 (1d8+2/15x2)
Melee Scimitar +1 (Large/Keen) w/ Greater Weapon Spell +8/+4 (1d8+4/15x2)
Melee Unarmed +12/+7 (1d3+1 Nonlethal/20x2)
Ranged Acid Splash Spell (with Acid Flask Focus) +13 touch (Close range 60') (1d3+1/20x2)
Ranged Acid (Flask) +13 touch 10' range increment (1d6/20x2) Splash 1 damage 5' range
Special Attacks
Channel (7d6, DC 24, 9/day, 30' radius) Can skip 8 creatures
Innate Spell-Like Abilities
Alter Self (1/day)
Magic Item Spell-Like Abilities
Invisibility (at will) Ring of Invisibility
When he can act in a Surprise Round he can take an standard and a move action in the surprise action (Permanent) Sandals of Quick Reaction
Can change his clothes to any mundane kind (at will) Sleeves of Many Garments
No need to eat of drink, 2 hours rest provides the benefits of 8 hours rest (Permanent) Ring of Sustenance

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SPELLS
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CL 14th; Concentration +22 (+2 bonus to cast defensively); Short 60' (25+5xLevel/2); Medium 240' (100+10xLevel); Long 960' (400+40xLevel)
Oracle Spells Known
7th (4/day) - Greater Restoration(DC 26), Jolting Portent(DC 23), Mass Cure Serious Wounds(DC 26)
6th (6/day) - Banishment(DC 24), Heroes Feast, Truespeak, Heal(DC 25), Cure Moderate Wounds (Mass)(DC 25)
5th (7/day) - Breath of Life(DC 24), Cure Light Wounds (Mass)(DC 24), Spell Immunity (Communal)(DC 23), Spell Resistance(DC 23), Sanctify Weapons(DC 23)
4th (8/day) - Blessing of Fervor(DC 22), Freedom of Movement(DC 22), Instant Restoration, Magic Weapon (Greater)(DC 22), Cure Critical Wounds(DC 23), Restoration(DC 23)
3rd (8/day) - Chain of Perdition, Dispel Magic, Magic Circle Against Evil(DC 21), Prayer, Resist Energy (Communal)(DC 21), Neutralize Poison(DC 22), Cure Serious Wounds(DC 22)
2nd (8/day) - Align Weapon(DC 20), Gird Ally, Pilfering Hand, Shield Other(DC 20), Silence, Weapon of Awe(DC 20), Cure Moderate Wounds(DC 21), Restoration (Lesser)(DC 21)
1st (8/day) - Bless, Liberating command(DC 19), Remove Fear(DC 19), Sanctuary(DC 19), Weapons Against Evil(DC 19), Cure Light Wounds(DC 20), Detect Undead
0th (will) - Create Water, Detect Magic, Detect Poison, Guidance(DC 18), Light, Mending(DC 18), Read Magic(DC ), Spark(DC 18), Stabilize(DC 19)
Summoner Spells Known
5th (3/day) - Hold Monster(DC 23), Overland Flight(DC 23), Wall of Stone(DC 24)
4th (6/day) - Black Tentacles, Charm Monster(DC 22), Evolution Surge, Greater(DC 22), Purified Calling
3th (6/day) - Haste(DC 21), Mad Monkeys, Wind Wall, Displacement(DC 21), Stinking Cloud(DC 22)
2nd (7/day) - Barkskin, Fog Cloud, Glitterdust(DC 21), Protection From Evil (Communal)(DC 20), Invisibility(DC 20), See Invisibility
1st (7/day) - Enlarge Person(DC 19), Grease(DC 20), Mage Armor(DC 20), Compel Hostility(DC 19), Shield, Unfetter(DC 19)
0th (will) - Resistance(DC 18), Arcane Mark, Mage Hand, Mending(DC 18), Message, Open/Close(DC 18)

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TACTICS
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Permanent:
When he can act in a Surprise Round he can take an standard and a move action in the surprise action (Sandals of Quick Reaction)
At will:
Invisibility (Ring of Invisibility)
14 hours duration:
Mage Armor (+4 armor bonus to AC) both for him and his Eidolon
Overland Flight (40' Fly speed, +6 competence bonus to Fly skill)
Greater Magic Weapon (+3 enhancement bonus to 1 weapon - +1 Large Keen Scimitar becomes +3)
Shield Other (+1 deflection bonus to AC and +1 resistance bonus to saves, half damage goes to Raphael, 55' range)
12 hours duration:
Heroes' Feast (Every creature is cured of all sickness and nausea, receives the benefits of both neutralize poison and remove disease, and gains 1d8 temporary hit points + 1 point per two caster levels (maximum +10), +1 morale bonus on attack rolls and Will saves and a +4 morale bonus on saving throws against poison and fear effects)
130 minutes duration (Cantrips, up at all times):
Detect Magic
Message (Medium range, up to 13 creatures)
3/day
Cast spells (level 3 or less) that are quickened as though using the Quicken Spell feat (Rod)
Cast spells (level 3 or less) that are extended as though using the Quicken Spell feat (Rod)
Can choose to roll a concentration check to cast defensively twice and take the better result (Spellguard Bracers)
1/day
Alter Self (Innate)
Take an extra move action (Quick Runners' Shirt)

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STATISTICS
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Str 12, Dex 14, Con 15, Int 14, Wis 14, Cha 26
Base Atk +10; CMB +11; CMD 23 (Flat Footed 21)
Feats
Silent Spell (Deaf Oracle Curse)
Mythic Companion (Bonus Campaign Feat)
Improved Initiative
Selective Channeling
Still Spell
Spell Focus (Conjuration)
Augment Summoning
Superior Summoning
Summon Good Monster
Skills
Acrobatics +2
Appraise +2
Bluff +9
Climb +1
Craft (Untrained) +2
Diplomacy +28
Disguise +11
Escape Artist +2
Fly (Good maneuverability) +22
Handle Animal +15
Heal +10 (+2 w/Healer's Kit)
Intimidate +11
Knowledge (Arcana) +10
Knowledge (History) +6
Knowledge (Nature) +6
Knowledge (Planes) +10
Knowledge (Religion) +10
Linguistics +8
Perception +15
Perform (Untrained) +11
Perform (Masterwork Flute) +13
Ride +6
Sense Motive +20
Spellcraft +10
Stealth +2
Survival +10
Survival (Tracking) +15
Swim +1
Use Magic Device +25
Traits
Principled
Reactionary
Languages
Common
Read Lips
Celestial
Draconic
Elven
Favored Class Bonus
Bonus Oracle Spell (3x) - Levels 2, 3 and 6
+1 Skill bonus (4x) - Fly x3, Knowledge (Arcana)
Increase Eidolon DR/Evil (7x) - +1 with first, +1/2 with the rest = Total +4 DR/Evil
SQ
Aspect
Bond senses
Cantrips
Darkvision
Deaf
Eidolon
Energy body
Enhanced cures
Greater shield ally
Immunity to Fire
Life Link (Summoner)
Life Link (Life Oracle)
Life mysteries
Maker's call
Orisons
Outsider Traits
Scent
Scion of humanity
Skilled
Spell-like ability
Summon monster
Summoner Life Bond
Transposition
Truespeaker

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GEAR
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Equipped Gear
Circlet of Persuasion
Headband of Alluring Charisma +4
Lenses of detection
Amulet of natural armor +2
Ring of invisibility
Ring of sustenance
Gloves of reconnaissance
Spellguard Bracers
Cloak of resistance +4
Quick runner's shirt
Cleric's vestments
Belt of Mighty Constitution +2
Sandals of quick reaction
Spring loaded Wrist sheath
Wand (Cure Light Wounds/Cleric/1st) (50 charges) (In Spring Loaded Wrist Sheath)
Belt pouch
Platinum Ring (Focus for Shield Other Spell)
Bag of holding (Type II)
Money (In Bag of Holding)
Coin (copper piece) (90)
Coin (gold piece) (175)
Coin (silver piece) (30)
Red garnet (100 gp)
Violet garnet (500 gp)
Diamond dust (6,000 gp)
Gear (In Bag of Holding)
Sleeves of many garments
Rod (Lesser Quicken) (3 charges)
Rod (Lesser Extend) (3 charges)
Wand (Bless Weapon/Paladin/4th) (50 charges)
Wand (Endure Elements/Cleric/1st) (50 charges)
Decanter of endless water
Everburning torch
Expedition pavilion
Iron spike of safe passage
Acid (flask)
Bedroll
Candle lamp
Candle (10)
Chalkboard
Chalk (1 piece) (10)
Coffee pot
Coffee beans (per lb.) (2)
Crowbar
Grooming kit
Healer's Kit (10 charges)
Holy symbol (gold)
Holy text (expensive)
Mess kit
Musical instrument (flute/masterwork)
Rations (trail/per day) (10)
Rope (silk/50 ft.) (2)
Shovel, common
Soap (per lb.)
Wine (fine/bottle) (2)
Scrolls (In Bag of Holding)
Scroll (Air bubble/cleric/2nd/divine/minor) (2)
Scroll (Ant haul/cleric/4th/divine/minor)
Scroll (Bear's Endurance/Cleric/3rd/Divine/Minor)
Scroll (Bull's Strength/Cleric/3rd/Divine/Minor)
Scroll (Consecrate/cleric/3rd/divine/minor)
Scroll (Death ward/cleric/7th/divine/medium) (2)
Scroll (Detect secret doors/wizard/1st/arcane/minor) (2)
Scroll (Dimensional Anchor/Inquisitor/7th/Divine/Minor)
Scroll (Dimension Door/Wizard/7th/Arcane/Medium)
Scroll (Eagle's Splendor/Cleric/3rd/Divine/Minor)
Scroll (Ghostbane dirge/cleric/5th/divine/minor)
Scroll (Hide from undead/cleric/5th/divine/minor)
Scroll (Hold monster/bard/10th/arcane/medium)
Scroll (Identify/wizard/1st/arcane/minor) (2)
Scroll (Pass without trace/ranger/4th/divine/minor) (4)
Scroll (Remove blindness/deafness/cleric/5th/divine/minor)
Scroll (Remove curse/cleric/5th/divine/minor)
Scroll (Remove disease/cleric/5th/divine/minor)
Scroll (Remove paralysis/cleric/3rd/divine/minor)
Scroll (Remove sickness/cleric/1st/divine/minor) (2)
Scroll (See Invisibility/Wizard/3rd/arcane/minor)
Scroll (Speak with dead/cleric/5th/divine/minor)
Scroll (Tongues/Inquisitor/4th/divine/minor) (2)
Scroll (Touch of the sea/wizard/1st/arcane/minor) (2)
Scroll (Versatile weapon/bard/4th/arcane/minor) (2)
Eidolon Equipment (In Bag of Holding)
Scimitar +1 (large/keen)
Eidolon anchoring harness
Quick runner's shirt
Armbands of the brawler
Platinum Ring (Focus for Shield Other Spell)

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SPECIAL ABILITIES
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Aasimar (Angel Blooded) Angel Blooded Aasimars Receive a +2 bonus to Strength and Charisma and a +2 bonus to Heal and Knowledge (planes) checks. They can cast Alter Self as a spell like ability.
Aspect (Su) You may divert up to 2 points from your Eidolon's evolution pool to add evolutions to yourself. You cannot select any evolution that your Eidolon could not possess, and you must be able to meet the requirements as well. You cannot select the ability increase evolution through this ability. Any points spent in this way are taken from your Eidolon's evolution pool (reducing the total number available to your Eidolon). You can change the evolutions you receives from these points any time you can change your Eidolon's evolutions.
Bond Senses (Su) As a standard action, share the senses of your Eidolon, hearing, seeing, smelling, tasting, and touching everything your Eidolon does. You can use this ability 13 rounds per day. There is no range to this effect, but your Eidolon and you must be on the same plane. You can end this effect as a free action.
Cantrips You have learned a number of cantrips, or 0-level spells. These spells are cast like any other spells, but they do not consume any slots and may be used again.
Channel (Su) You can unleash a wave of positive energy. You must choose to deal 7d6 points of positive energy damage to undead creatures or to heal living creatures of 7d6 points of damage. Creatures that take damage from channeled energy receive a DC 24 Will save to halve the damage. You can use this ability 9 times per day.
Darkvision (Ex) Range 60 ft.; Darkvision is the extraordinary ability to see with no light source at all, out to a range specified for the creature. Darkvision is black and white only (colors cannot be discerned). It does not allow characters to see anything that they could not see otherwise-invisible objects are still invisible, and illusions are still visible as what they seem to be. Likewise, darkvision subjects a creature to gaze attacks normally. The presence of light does not spoil darkvision.
Deaf You cannot hear and suffer all of the usual penalties for being deafened. You cast all of your spells as if they were modified by the Silent Spell feat.
Eidolon (Ex) You possess the ability to summon a powerful outsider called an eidolon. You always summon an aspect of the same creature. Your eidolon has your alignment and can speak all of your languages. Your eidolon is treated as a summoned creature, except that 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 you, your eidolon can touch and attack creatures warded by protection from evil and similar effects that prevent contact with summoned creatures. You can summon your eidolon in a ritual that takes 1 minute to perform. When summoned in this way, your eidolon's hit points are unchanged from the last time it was summoned. The only exception to this is if your eidolon was slain, in which case it returns with half its normal hit points. Your eidolon remains until dismissed (a standard action). If your eidolon is sent back to its home plane due to damage, it cannot be summoned again until the following day. Your eidolon cannot be sent back to its home plane by means of dispel magic, but spells such as dismissal and banishment work normally.
Energy Body (Su) As a standard action, you can transform your body into pure life energy, resembling a golden-white fire elemental. In this form, you gain the elemental subtype and give off a warm, welcoming light that increases the light level within 10 feet by one step, up to normal light. Any undead creature striking you with its body or a handheld weapon deals normal damage, but at the same time the attacker takes 1d6+13 points of positive energy damage. Creatures wielding melee weapons with reach are not subject to this damage if they attack you. If you grapple or attack an undead creature using unarmed strikes or natural weapons, you may deal this damage in place of the normal damage for the attack. Once per round, if you pass through a living allied creature's square or the ally passes through your square, it heals 1d6+13 hit points. You may use this ability to heal yourself as a move action. You choose whether or not to heal a creature when it passes through your space. You may return to your normal form as a free action. You may remain in energy body form for 13 rounds per day.
Enhanced Cures (Su) Whenever you cast a cure spell, the maximum number of hit points healed is based on your oracle level, not the limit based on the spell. For example, casting cure light wounds heals 1d8+13 hit points instead of the normal 1d8+5 maximum.
Exalted Resistance An aasimar with this racial trait gains spell resistance equal to 5 + her level against spells and spell-like abilities with the evil descriptor, as well as any spells and spell-like abilities cast by evil outsiders. This racial trait replaces celestial resistance.
Greater Shield Ally (Su) Whenever an ally is within your eidolon's reach, the ally receives a +2 shield bonus to its Armor Class and a +2 circumstance bonus on its saving throws. For you, the bonuses increase to +4. The bonuses do not apply if your eidolon is grappled, helpless, paralyzed, stunned, or unconscious.
Immunity to Fire (Ex) You never take fire damage.
Life Link (Su) (Summoner) A close bond is formed with your eidolon. Whenever your eidolon takes enough damage to send it back to its home plane, you 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 your eidolon. This can prevent your eidolon from being sent back to its home plane. In addition, you and your eidolon must remain within 100 feet of one another for your eidolon to remain at full strength. If your eidolon is beyond 100 feet but closer than 1,000 feet, its current and maximum hit point totals are reduced by 50%. If your 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 your 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 your eidolon gets closer to you, but its maximum hit point total does return to normal.
Life Link (Su) (Life Oracle) As a standard action, you may create a bond between yourself and another creature. Each round at the start of your turn, if the bonded creature is wounded for 5 or more hit points below its maximum hit points, it heals 5 hit points and you take 5 hit points of damage. You may have 13 bonds active at a time. This bond continues until the bonded creature dies, you die, the distance between you and the other creature exceeds medium range, or you end it as an immediate action (if you have multiple bonds active, you may end as many as you want as part of the same immediate action).
Life Mysteries You draw upon the divine mystery of Life to grant your spells and powers.
Maker's Call (Su) As a standard action, you can call your eidolon to your side. This functions as dimension door, using your caster level. When used, your eidolon appears adjacent to you (or as close as possible if all adjacent spaces are occupied). If your eidolon is out of range, the ability is wasted. (2/day)
Orisons You can prepare a number of orisons, or 0-level spells. These spells are cast like any other spells, but they are not expended when used and may be used again.
Outsider Traits (Ex) An outsider with the native subtype can be raised, reincarnated, or resurrected just as other living creatures can be. Native outsider breathe, eat, and sleep.
Principled You hold yourself to a strict code of behavior that guides all of your decisions and actions. You take a -2 penalty on Bluff checks and gain a +2 trait bonus on saving throws against charm, compulsion, and emotion effects.
Reactionary You were bullied often as a child, but never quite developed an offensive response. Instead, you became adept at anticipating sudden attacks and reacting to danger quickly. You gain a +2 trait bonus on Initiative checks.
Scent (Ex) You can detect approaching enemies, sniff out hidden foes, and track by sense of smell. You can identify familiar odors just as humans do familiar sights. You can 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, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at triple normal range. When you detect a scent, the exact location of the source is not revealed--only its presence somewhere within range. You can take a move action to note the direction of the scent. When you are within 5 feet of the source, you pinpoint the source's location. You can follow tracks by smell, making a Wisdom (or Survival) check to find or follow a track. The typical DC for a fresh trail is 10 (no matter what kind of surface holds the scent). This DC increases or decreases depending on how strong the quarry's odor is, the number of creatures, and the age of the trail. For each hour that the trail is cold, the DC increases by 2. The ability otherwise follows the rules for the Survival skill. When tracking by scent you ignore the effects of surface conditions and poor visibility.
Scion of Humanity (Ex) You count as an outsider (native) and a humanoid (human) for any effect related to race. You can pass for human without using the Disguise skill.
Skilled (Ex) Angel Blooded Aasimars receive a +2 bonus to Heal and Knowledge (planes) checks.
Spell-Like Ability (Sp) Angel Blooded Aasimars can use alter self 1/day as a spell-like ability.
Summon Monster (Sp) You can cast Summon Monster 7 as a spell-like ability 11 times per day as a standard action and the creatures remain for 13 minutes (instead of 13 rounds). Drawing upon this ability uses up the same power you use to call your eidolon. As a result, you can only use this ability when your eidolon is not summoned.
Summoner Life Bond (Su) At 14th level, the summoner's life becomes linked to his eidolon's. As long as the eidolon has 1 or more hit points, the summoner is protected from harm. Damage in excess of that which would reduce the summoner to 0 hit points is instead transferred to the eidolon. This damage is transferred 1 point at a time, meaning that as soon as the eidolon is reduced to a number of negative hit points equal to its Constitution score, all excess damage remains with the summoner. Effects that cause death but don't deal damage are unaffected by this ability. This ability does not affect spells such as baleful polymorph, flesh to stone, imprisonment, or other spells that don't deal damage.
Transposition (Su) You may use your maker's call ability to swap locations with eidolon. If it is larger than you, you can appear in any square occupied by your eidolon. Your eidolon must occupy the square that was occupied by you if able, or as close as possible if it is not able.
Truespeaker (Ex) There are some Aasimars whose language transcends all boundaries. They gain a +2 racial bonus on Linguistics and Sense Motive checks, and learn one additional language each time you take a rank in Linguistics. This racial trait replaces the skilled.