Alain

Rodrigo Dantares's page

644 posts. Alias of Brian Minhinnick (RPG Superstar Season 9 Top 16).


Classes/Levels

Stats:
AC 20, touch 12, flat-footed 18 // Fort +7, Ref +7, Will +8 // CMD 18 // Init +2 // Perception +1

Gender

2 str dmg; HP:56/73; Summons 10/10; Action Points 10/10

About Rodrigo Dantares

Augmented Celestial Dire Lion Stats:
Lion, Dire (Spotted Lion)
CR 6
N Large Animal
Init +6; Senses darkvision 60', low-light vision, scent; Perception +11

DEFENSE
AC 15, touch 11, flat-footed 13 (+2 Dex, +4 natural, –1 size)
hp 76 (8d8+40)
DR 5/evil
Fort +11, Ref +8, Will +3; Resist Acid, Cold, Electricity 10

OFFENSE
Speed 40 ft.

Melee bite +14 (1d8+9 plus grab), 2 claws +15 (1d6+9)

Space 10 ft.; Reach 5 ft.
Special Attacks pounce, rake (2 claws +15, 1d6+9)

STATISTICS
Str 29, Dex 15, Con 21, Int 2, Wis 12, Cha 10
Base Atk +6; CMB +16 (+20 grapple); CMD 28 (30 vs. trip)

Feats Improved Initiative, Run, Skill Focus (Perception), Weapon Focus (claw)

Skills Acrobatics +11, Perception +11, Stealth +7 (+11 in undergrowth); Racial Modifiers +4 Acrobatics, +4 Stealth (+8 in undergrowth)

The creature may smite evil 1/day as a swift action (it adds its Cha bonus to attack rolls, and a damage bonus equal to its HD against evil foes; smite persists until the target is dead or the celestial creature rests).

Description
Ht:6'5"
Wt:180 lbs
Age:25
Hair: Dark brown, wavy, medium length
Eyes: Striking green
Skin: Olive

Rodrigo Dantares
Aasimar summoner 10
CG Medium outsider (native)
Init +2; Senses darkvision 60 ft.; Perception +1

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Defense
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AC 20, touch 12, flat-footed 18 (+8 armor, +2 Dex)
hp 73 (10d8+20)
Fort +7, Ref +7, Will +8

Defensive Abilities shield ally
Resist acid 5, cold 5, electricity 5
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Offense
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Speed Fly 30 ft., 30 ft. (20 ft. in armor)

Melee mwk light mace +6/+1 (1d6-1)

Special Attacks maker's call 2/day, transposition

Spell-Like Abilities (CL 8th; concentration +16)
. . 1/day daylight

Summoner Spell-Like Abilities (CL 10th; concentration +16)
. . 10/day summon monster V

Summoner Spells Known (CL 10th; concentration +16)
. . 4th (2/2) mass bear's endurance, teleport

. . 3rd (3/4) dimension door, fly, greater invisibility, wall of fire

. . 2nd (5/6) ablative barrier, create pit (DC 19), haste, invisibility

. . 1st (7/7) enlarge person, grease, infernal healing, mount, protection from evil

. . 0 (at will)acid splash, arcane mark, daze (DC 16), detect magic, mending, message

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Statistics
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Str 9, Dex 15, Con 14, Int 10, Wis 9, Cha 23
Base Atk +7; CMB +6; CMD 18

Feats Augment Summoning, Extra Summons, Spell Focus (conjuration), Superior Summoning, Extra Evolutions

Skills Acrobatics -1 (-5 to jump), Bluff +16, Fly +3,Diplomacy +8, Knowledge (local) +9, Perception +1, Spellcraft +6, Use Magic Device +18

Racial Modifiers +2 Diplomacy, +2 Perception

Languages Celestial, Common

SQ bond senses (10 rounds/day), eidolon (named Sombra), life link

Combat Gear extend metamagic rod (lesser)
Other Gear +2 mithral breastplate, mwk light mace, cloak of resistance +2, headband of alluring charisma +2, ring of sustenance, hat of disguise, greater, 20,982.21 gp
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Special Abilities
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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 dismissed or banished. 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. The eidolon takes a form shaped by the summoner’s desires. The eidolon’s Hit Dice, saving throws, skills, feats, and abilities are tied to the summoner’s class level and increase as the summoner gains levels. In addition, each eidolon receives a pool of evolution points, based on the summoner’s class level, that can be used to give the eidolon different abilities and powers. Whenever the summoner gains a level, he must decide how these points are spent, and they are set until he gains another level of summoner.

The eidolon’s physical appearance is up to the summoner, but it always appears as some sort of fantastical creature. This control is not fine enough to make the eidolon appear like a specific creature. The eidolon also bears a glowing rune that is identical to a rune that appears on the summoner’s forehead as long as the eidolon is summoned. While this rune can be hidden through mundane means, it cannot be concealed through magic that changes appearance, such as alter self or polymorph (although invisibility does conceal it as long as the spell lasts).

Life Link (Su):Starting at 1st level, 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 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.

Summon Monster IV (Sp):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.

Bond Senses (Su):Starting at 2nd level, 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.

Shield Ally (Ex):At 4th level, 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.

Maker’s Call (Su):At 6th level, 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.

Transposition (Su):At 8th level, a summoner can use his maker’s call ability to swap locations with his eidolon. If it is larger than him, he can appear in any square occupied by the eidolon. The eidolon must occupy the square that was occupied by the summoner if able, or as close as possible if it is not able.

Aspect (Su) (Flight - Wings, 2 pts):At 10th level, a summoner can divert up to 2 points from his eidolon’s evolution pool to add evolutions to himself. He cannot select any evolution that the eidolon could not possess, and he must be able to meet the requirements as well. He cannot select the ability increase evolution through this ability. Any points spent in this way are taken from the eidolon’s evolution pool (reducing the total number available to the eidolon). The summoner can change the evolutions he receives from these points any time he can change the eidolon’s evolutions.

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Sombra
Serpentine
CG Medium outsider
Init +8; Senses darkvision 60 ft.; Perception +14
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Defense
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AC 28, touch 18, flat-footed 20 (+7 Dex, +10 natural)
hp 56 (8d10+8)

Fort +3, Ref +14, Will +6 (+4 morale bonus vs. Enchantment spells and effects)
Defensive Abilities evasion
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Offense
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Speed 20 ft., climb 20 ft., fly 20 ft. (perfect)

Melee bite +16/+11 (1d8+4), tail slap +11 (1d6+1)

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Statistics
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Str 16, Dex 26, Con 13, Int 7, Wis 10, Cha 11
Base Atk +8; CMB +16; CMD 29 (can't be tripped)
Feats Agile Maneuvers, Skill Focus (Perception), Skill Focus (Stealth), Weapon Finesse
Skills Acrobatics +16 (+18 to balance, +12 to jump), Climb +11, Fly +26, Perception +14, Stealth +22, Swim +4
Languages Common
SQ devotion, multiattack / extra attack
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Special Abilities
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Agile Maneuvers Use DEX instead of STR for CMB
Climbing (20 feet) You have a Climb speed.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Devotion +4 (Ex) +4 morale bonus on Will Saves vs. Enchantments.
Evasion (Ex) No damage on successful reflex save.
Flight (20 feet, Perfect) You can fly!
Multiattack / Extra Attack (Bite [1 extra at -5] [Bite]) Multiattack or second attack with primary weapon at a -5 penalty.
Tail (Ex) Tail grants +2 Acrobatics checks for balance.
Trip (Ex) You can make a trip attempt on a successful attack.