OFFENSE:
Bull's Strength (1 min/lvl) +4 Str
Enlarge Person (1 min/lvl) +1 size category, +2 Str, -2 Dex, -1 AC, Space 10, Reach 10
Haste (1 round/lvl) +1 atk on full attacks, +1 to atk/AC/Ref saves, all mvmt increases by 30 ft.
Magic Fang (1 min/lvl) +1 atk/dmg to 1 Claw
Magic Fang, Greater (1 hour/lvl) +2 atk/dmg to 1 Claw or +1 to all Claws
DEFENSES:
Mage Armor (1 hour/lvl) +4 AC
Mirror Image (1 min/lvl) 1d4+3 images
Protection from Evil (1 minute) +2 to AC and saves, allows second save against Enchantment effects with +2 morale bonus, prevents physical contact from evil summoned creatures
BACKGROUND:
From Cordelon (elf-friendly kingdom in south River Kingdoms), raised by Rostlander father and Cordelian mother among many other half-elves alongside humans and elves.
Traveled far and wide, to Tian Xia via Taldor, Qadira, and Kelesh and back through Casmaron.
PERSONALITY:
Curious to a fault. Loves traveling. Has spent the last 25 years away from home and is glad to be back but things seem strange to him now.
He is friendly and outgoing, always happy to meet strangers and make them friends. Perfers talking to fighting, does not like having to use his war form.
APPEARANCE:
Power armor suit made from insectoid chitin, bioluminescent panels, and glowing crystal. (Bionoid/Bio-Booster Armor Guyver inspired)
Has a crow tattoo on both shoulders. Crows are meaningful to people from Novoboro, a settlement in Cordelon.
Does not cast a shadow.
SKILLS (2+2 Int)x7=35
Bluff +8 = 0 +6 Cha +2 item
Craft (Alchemy) +8 = 1 +2 Int +3 class +2 item
Diplomacy +20 = 7 +6 Cha +3 class +2 trait +2 item
Fly +10 = 5 +2 Dex +3 class
Handle Animal +10/+14 = 1 +6 Cha +3 class +4 w Animal Companion
Intimidate +8 = 0 +6 Cha +2 item
Kn: Arcana +6 = 1 +2 Int +3 class
Kn: Dungeoneering +6 = 1 +2 Int +3 class
Kn: Geography +6 = 1 +2 Int +3 class
Kn: History +6 = 1 +2 Int +3 class
Kn: Local +10 = 4 +2 Int +3 class +1 trait
Kn: Nature +6 = 1 +2 Int +3 class
Kn: Planes +6 = 1 +2 Int +3 class
Kn: Religion +6 = 1 +2 Int +3 class
Perception +10 = 3 +3 Wis +3 class +2 race
Perform (Oratory) +8 = 0 +6 Cha +2 item
Spellcraft +17 = 7 +2 Int +3 class +5 item
Survival (get along in the wild) +5 = 0 +3 Wis +2 item
Survival (to not get lost) +5 = 0 +3 Wis +2 item
Use Magic Device +10 = 1 +6 Cha +3 class
Concentration +18 = 7 +6 Cha +5 item
Cast Defensively: DC 15 +Spell levelx2
Continuous Damage: DC 10 +1/2 dmg dealt
Damaged While Casting: DC 10 +Dmg dealt
Non-damaging Spell: spell DC +Spell lvl
Languages: (Common, Elven) Draconic, Sylvan; ring: Giant, Iobarian, Kelish, Tien
RACIAL TRAITS:
Counts as Elf and Human
Kindred Raised +2 Cha/Wis
30' mvmt
Low-light vision
Immune to Sleep effects, +2 vs Enchantment
Skill Focus feat
+2 to Perception checks
2 favored classes: +1 spell known/lvl; +1/4 Evolution point/lvl
TRAITS AND FEATS:
Trait: Illuminator
Trait: Valashmai Veteran
Camp. Trait: River Lander
Drawback: Umbral Unmasking (does not cast a shadow)
Weakness:
Bloodline Arcana: Whenever you cast a spell of the compulsion subschool, increase the spell’s DC by +2.
Bloodline Powers: You have always had a tie to the natural world, and as your power increases, so does the influence of the fey over your magic.
Animal Companion (Ex): At 1st level, you gain an animal companion. Your effective druid level for this ability is equal to your sorcerer level – 3 (minimum 1st).
This bloodline power counts as your bloodline arcana and also replaces laughing touch.
Woodland Stride (Ex): At 3rd level, you can move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at your normal speed and without taking damage or suffering any other impairment. Thorns, briars, and overgrown areas that have been magically manipulated to impede motion, however, still affect you.
Fleeting Glance (Sp): At 9th level, you can turn invisible for a number of rounds per day equal to your sorcerer level. This ability functions as greater invisibility. These rounds need not be consecutive.
Fey Wings (Su): At 15th level, you can grow insectlike wings from your back and become one size category smaller (as if you had used reduce person), gaining a fly speed of 60 feet with average maneuverability. You can maintain this form for 1 minute per level. This duration does not need to be consecutive, but it must be used in 1-minute increments.
This bloodline power replaces fey magic.
Soul of the Fey (Su): At 20th level, your soul becomes one with the world of the fey. You gain immunity to poison and DR 10/cold iron. Creatures of the animal type do not attack you unless compelled to do so through magic. Once per day, you can cast shadow walk as a spell-like ability using your sorcerer level as your caster level.
CAST EVERY DAY: Mage Armor (Extended w rod to 14 hours)
SLAs/Spells from items:
Dimension Door 1/day
Light at will
Summon Monster 3 +6 Cha/day (not at same time as Eidolon)
EIDOLON:
6HD
BAB +6
Melee +12
Ranged +8
Good saves +5
Bad saves +2
Armor bonus +6
Str/Dex +3
Evolution Pool 10 +1 (+1/4 per Summoner lvl)
Max Attacks 4
Darkvision
Link
Share spells
Evasion
ASI
Devotion
Biped
Medium size
Spd 30'
AC +2 natural armor
Fort +5
Ref +2
Will +5
2 claws (1d4)
Str 16->22
Dex 12->15
Con 13
Int 7
Wis 10
Cha 11
Free evolutions: Claws, limbs (arms), limbs (legs).
A huge dog, almost as big as a pony at a height of 4 feet at the shoulder, built on the same scale as a tiger but taller and shorter. It has giant paws, bigger than a man's hand and sporting long, curved claws. He has a thick green coat of fur with brown spots. He has intelligent, curious eyes and triangular ears that point straight up. Its tail is curved, held high always held high over his hindquarters.
HD 6 (d8)
BAB +4
Fort +5
Ref +5
Will +2
Skills 6
Feats 4
Nat AC +4
Str/Dex +2
Bonus Tricks 3
Link
Share Spells
Evasion
ASI
Devotion
Items: Amulet of Mighty Fists (Shock 1d6)
Warcat (fluffed as Cooshee/Elven Hound)
LVL 7 STATISTICS
Size L; Speed 40 ft.; AC +8 natural armor; Attack bite (1d8), 2 claws (1d6); Ability Scores Str 23, Dex 15, Con 18, Int 3, Wis 11, Cha 5; SQ low-light vision, scent; Special Attacks grab, pounce, rake (1d6).
Str 23
Dex 13
Con 18
Int 3
Wis 11
Cha 5
HP 72
AC 23 (27) = 10 +12 armor +1 Dex (+4 vs AoOs for moving thru threatened squares)
CMD 22 = 10 +4 BAB +6 Str +2 Dex
CMB +10 = +4 BAB +6 Str
Fort +9 = +5 +4 Con
Ref +7 = +5 +2 Dex
Will +4/+8 vs Enchantment = +2 +0 Wis +2 feat +4 vs Enchantment
BAB +4
Melee +10
Bite +10 (1d8+9+1d6 Elec)
2 claws +11 (1d6+9+1d6 Elec/1d6+9+1d6 Elec) plus Grab, Pounce, Rake (1d6+9)
Feats: Blind-Fight, Iron Will, Mobility, Weapon Focus (Claws)
Tricks: Combat Training (attack, come, defend, down, guard, heel), Second Attack, Flank, Track
Acrobatics +5 = 1 +1 Dex +3 class
Climb +10 = 1 +6 Str +3 class
Perception +4 = 1 +0 Wis +3 class
Stealth +5 = 1 +1 Dex +3 class
Survival +4 = 1 +0 Wis +3 class
Swim +10 = 1 +6 Str +3 class
GEAR:
Weapons
MAGIC ITEMS
Belt of Mighty Constitution +2
Campfire Bead, 360
Cloak of Resistance +2, 2k
Gloves of Elvenkind, 3500
Field Scrivener's Desk, 2700
Headband of Alluring Charisma +2, 2k
Handy Haversack, 1k
Metamagic Rod (Lesser - Extend), 3k
Ring of Eloquence, 3.5k
Sleeves of Many Garments, 100gp
Sustaining Spoon, 2.7k
Wayfinder w Cracked Dusty Rose Prism, 1k
(Amulet of Mighty Fists, 2k)
ARMOR
None
GEAR
Handy Haversack 5lbs.
MW Survival kit (higher quality gear and a guide to identifying flora and fauna) 50gp
Pathfinder's kit (a backpack, a bedroll, a belt pouch, a clay mug, a dagger, two fishhooks, a flint and steel, a sewing needle, a signal whistle, 50 feet of string, 50 feet of thread, a waterskin, a week’s worth of trail rations, and a whetstone) 12gp
Summoner's kit (a backpack, a bedroll, a belt pouch, a flint and steel, an iron pot, a mess kit, soap, torches (10), trail rations (5 days), and a waterskin) 8gp
Skeleton Slayer's kit (three flasks of acid, a club, a sling, 10 sling bullets, two flasks of holy water, a tanglefoot bag, 50 feet of hemp rope, a crowbar, and a wooden holy symbol) 120gp
Vampire Slayer's kit (This small, latched wooden case contains numerous tools and devices used in hunting and slaying vampires. It contains 10 cloves of garlic, four masterwork wooden stakes, a hammer, a silvered mirror, 4 vials of holy water, 1 application of silversheen, and a masterwork holy symbol. It also contains numerous regents and powders used for treating wounds and making wards, salves, and other concoctions. In addition to its general usefulness, when displayed, a vampire slayer's kit grants its owner a +2 bonus on all Charisma-based skill checks made to investigate or seek out vampires.) 500gp
Hammock .1
Medium tent 15
Hanging tent 20