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About Raven HawthorneCurrent Buffs: Barkskin, Expeditious Retreat, Great Magic Fang x4, Heroism, Mage Armor, Protection From Evil, See Invisibility. Appearance:
Raven is lean and lightly muscled, with pale skin, short-cropped black with a pronounced widow’s peak, and piercing blue eyes. He usually dresses simply in a chain shirt, covered with a tabard dyed black and crimson, and has a single visible morningstar at his hip. Generally, he moves with a heavy tread, thumping the ground heavily with each step, and continually shifts his gaze, trying to take in everything around him. Background:
Initiative: +4 [+2 Dex + 2 Trait]
AC: 44 (10 + 4 (Mage Armor) + 2 Shield + 1 Dex + 18 Natural Armor + 1 (Ring of Protection+1) + 1 Jingasa of the Fortunate Soldier) + 3 Wisdom - 1 Size + 5 Dodge)
Hit Points: 114+31/114+109 Fort: +28 Ref: +20 Will: +24 Immune to magic sleep effects.
Combat:
Base Atk: +8; CMB: +25; CMD: 39
+1 on CMB/CMD versus Grapple Melee
Rend (2 claws): 2d6+21+2d6 Holy versus Evil targets (Good) Ranged
Skills:
Skill Points per level: 2 (Class) + 3 (Intelligence) - for 2 levels
4 (Class) + 3 (Intelligence) - for 7 levels Acrobatics +7 (+1 Dex + 3 ranks + 3 class skill)
feats:
1st: Arcane Strike
1st (Half-Elf Bonus Feat): Skill Focus (Perception) 1st (Divine Hunter Bonus Feat): Precise Shot 2nd: Toughness 3rd: Craft Wondrous Item 3rd (Fighter Bonus Feat): Weapon Focus (Claw) 4th: Improved Natural Attack (Claws) 5th: History of Scars 5th (Monk Bonus Feat): Improved Unarmed Strike 5th (Monk Bonus Feat): Elemental Fist 5th (Monk Bonus Feat): Crane Style 6th: Dragon Style 6th (Fighter Bonus Feat): Power Attack 6th (Lore Warden Bonus Feat): Combat Expertise 7th: Dodge 8th (Fighter Bonus Feat): Weapon Specialization (Claw) 9th: Crane Wing 9th (Monk Bonus Feat): Crane Riposte Traits:
Militant Merchant
Source Taldor: Echoes of Glory 14 You know what it takes to get your goods to market and will stop at nothing to protect your products. Years of fending off thieves, cutthroats, and brigands have given you a sixth sense when it comes to danger. Benefit: You gain a +1 trait bonus to Perception checks made to determine surprise, and Perception is always a class skill for you. Reactionary
Benefit: You gain a +2 trait bonus to Initiative checks. Racial Abilities:
FC Bonus: +2.25 Evolution Points. Elven Immunities:
Elf Blood:
Arcane Training:
Low-Light Vision:
Class Features - Paladin:
Aura of Good (Ex):
The power of a paladin's aura of good (see the detect good spell) is equal to her paladin level. Detect Evil (Sp):
Smite Evil (Su):
In addition, while smite evil is in effect, the paladin gains a deflection bonus equal to her Charisma modifier (if any) to her AC against attacks made by the target of the smite. If the paladin targets a creature that is not evil, the smite is wasted with no effect. The smite evil effect remains until the target of the smite is dead or the next time the paladin rests and regains her uses of this ability. At 4th level, and at every three levels thereafter, the paladin may smite evil one additional time per day, as indicated on Table: Paladin, to a maximum of seven times per day at 19th level. Divine Grace (Su):
Lay On Hands (Su):
Alternatively, a paladin can use this healing power to deal damage to undead creatures, dealing 1d6 points of damage for every two levels the paladin possesses. Using lay on hands in this way requires a successful melee touch attack and doesn't provoke an attack of opportunity. Undead do not receive a saving throw against this damage. Class Features - Fighter:
Scholastic (Ex):
Lore wardens gain 2 additional skill ranks each level. These ranks must be spent on Intelligence-based skills. All Intelligence-based skills are class skills for lore wardens. This ability replaces the lore warden’s proficiency with medium armor, heavy armor, and shields. Expertise (Ex):
This ability replaces bravery. Maneuver Mastery (Ex):
This ability replaces armor training 1. Class Features - Barbarian:
Fast Movement (Ex):
A barbarian's land speed is faster than the norm for her race by +10 feet. This benefit applies only when he is wearing no armor, light armor, or medium armor, and not carrying a heavy load. Apply this bonus before modifying the barbarian's speed because of any load carried or armor worn. This bonus stacks with any other bonuses to the barbarian's land speed. Rage (Ex): (Unable to use due to Lawful alignment.)
Class Features - Monk:
AC Bonus (Ex):
When unarmored and unencumbered, the monk adds his Wisdom bonus (if any) to his AC and his CMD. In addition, a monk gains a +1 bonus to AC and CMD at 4th level. This bonus increases by 1 for every four monk levels thereafter, up to a maximum of +5 at 20th level. These bonuses to AC apply even against touch attacks or when the monk is flat-footed. He loses these bonuses when he is immobilized or helpless, when he wears any armor, when he carries a shield, or when he carries a medium or heavy load. Unarmed Strike(Ex):
Usually a monk's unarmed strikes deal lethal damage, but he can choose to deal nonlethal damage instead with no penalty on his attack roll. He has the same choice to deal lethal or nonlethal damage while grappling. A monk's unarmed strike is treated as both a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons. A monk also deals more damage with his unarmed strikes than a normal person would (1d6). Elemental Fist (Su):
This ability replaces stunning fist. Bonus Feat (Ex):
This ability replaces a monk’s standard bonus feats. Fuse Style (Ex):
At 15th level, the master of many styles can fuse four styles at once. He can have the stances of four style feats active at the same time. Furthermore, he can enter up to four stances as a free action by spending 1 point from his ki pool. This ability replaces flurry of blows. Class Features - Summoner:
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). This ability replaces the class’s eidolon ability, bond senses, and life bond. The following class abilities function differently for synthesist summoners. Fused Link (Su):
This ability replaces life link. Shielded Meld (Ex):
This ability replaces shield ally. Maker’s Jump (Sp):
This ability replaces maker’s call and transposition. Spells:
This ability alters the normal spell list of the summoner. Eidolon:
1-point evolutions: basic magic, magic attacks, skilled (while the eidolon can select this evolution, it can only do so with the following skills: Acrobatics, Climb, Escape Artist, Fly, Intimidate, Perception, Survival, and Swim), unnatural aura;
This ability alters the normal summoner's eidolon class feature, but is otherwise identical to that class feature. Summon Nature's Ally I (Sp):
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 nature's ally IX at 17th level). Furthermore, at 19th level, the wild caller cannot use gate as a spell-like ability, but can use either summon elder worm or summon froghemoth instead. This ability otherwise functions like the standard summoner's summon monster I ability and replaces that ability. Eidolon (Biped) Evolutions and Abilities:
Darkvision (Ex):
The eidolon has darkvision out to a range of 60 feet. Link (Ex):
Share Spells (Ex):
This ability does not allow the eidolon to share abilities that are not spells, even if they function like spells. Evasion (Ex):
Ability Score Increase (Ex):
Devotion (Ex):
Evolutions:Claws (free)
Spells:
Cantrips: Detect Magic, Guidance, Mage Hand, Mending, Message, Read Magic
1st level (3/7 used): Expeditious Retreat, Lesser Rejuvenate Eidolon, Mage Armor, Protection From Evil, Unseen Servant 2nd level (2/6 used): Barkskin, Lesser Evolution Surge, See Invisibility, Summon Eidolon 3rd level (5/5 used): Heroism, Greater Magic Fang, Magic Circle Against Evil, Restore Eidolon Equipment:
MW Explorer's Outfit (50gp) Signet Ring (5gp) Amulet of Mighty Fists (Holy) (8,000gp) - *CRAFTED* -Casting of CL 5 GMF x4 (600gp) -Casting of CL 7 Holy Smite x4 (1120gp) Belt of Giant Strength +2 (4,000gp) Headband of Alluring Charisma +2 (4,000gp) Cloak of Resistance +2 (2,000gp) - *CRAFTED* -Casting of CL 1 Resistance (5gp) Ring of Protection +1 (2,000gp) Quickrunner's Shirt (500gp) - *CRAFTED* -Casting of CL 5 Haste (150gp) Jingasa of the Fortunate Soldier (5,000gp) Rod of Extend, Lesser (3,000gp) Bead of Newt Prevention (500gp) - *CRAFTED* -Casting of CL 5 Dispel Magic (150gp) Armbands of the Brawler (250gp) - *CRAFTED* -Casting of CL 3 Bull's Strength (60gp) Waterskin (1gp) Spell Component Pouch x2 (10gp) Silver Holy Symbol (25gp) Spring-loaded Wrist Sheath #1 (5gp) -Wand of Rejuvenate Eidolon, Lesser (38/50) 875 Spring-loaded Wrist Sheath #2 (5gp) -Wand of Rejuvenate Eidolon, Lesser (50/50) 1125 MW Backpack (50gp)
Belt Pouch (1gp)
Coin = 324gp, 0sp, 0cp |