About Rose CarmanfAppearance:
5'6", 9 stone 9 Defense:
HP 8
AC 14 (+3 armor, +1 Dex) CMD 11 (+0 BAB, +0 Str, +1 Dex) Fort +0
Offense:
Speed 30'
Initiative +1 BAB +0 CMB +0 Dagger +0 1d4 19-20/×2 Sling +1 1d4 ×2 50'
Skills:
Bluff +8 (1 rank +4 Cha +1 racial +1 trait +1 misc)
Diplomacy +5 (+4 Cha +1 trait) Disguise +5 (+4 Cha +1 misc) Knowledge (local) +7 (1 rank +2 Int +4 misc) Profession (merchant) +5 (1 rank +1 Wis +3 misc) Sense Motive +7 (1 rank +1 Wis +1 racial +1 trait +3 misc) Special Abilities:
Favored Class: Summoner, +¼ evolution point
Elf Blood: Half-elves count as both elves and humans for any effect related to race. Elf-Scorned: +1 racial bonus to attack rolls and +2 dodge bonus to AC versus elves. Integrated: Half-elves with this racial trait gain a +1 bonus on Bluff, Disguise, and Knowledge (local) checks. Low-Light Vision: Half-elves can see twice as far as humans in conditions of dim light. Wary: Half-elves with this trait gain a +1 racial bonus on Sense Motive and Bluff checks. Life Link: Whenever The eidolon takes enough damage to send it back to its home plane, as a reaction to the damage, the summoner can sacrifice any number of hit points without using an action. Each hit point sacrificed in this way prevents 1 point of damage dealt to the eidolon. This can prevent the eidolon from being sent back to its home plane. distance to eidolon ≤100', full HP
Summon Monster: A summoner can cast summon monster I as a standard action, and the creatures remain for 1 minute.
Feats:
Summon Neutral Monster: Get access to neutral summons. Neutral summons get a +2 resistance bonus to Will saves.
Traits:
Loyalty Across Lifetimes: Your eidolon treats its Constitution score as if it were 2 points higher for the purposes of determining when its negative hit point total sends it back to its home plane. In addition, your eidolon gains a +1 trait bonus on Will saves against enchantment spells and effects.
Fashionable: As long as you are wearing clothing and jewelry worth more than 80 gp, you gain a +1 trait bonus on Bluff, Diplomacy, and Sense Motive checks. Sense Motive is a class skill for you. Summoned Monster Stats:
Counterpoised Dire Rat
N Small counterpoised animal Init +3 | darkvision 60', Perception +4 AC 14, T 14, FF 11 HP 7 Fort +3, Ref +5, Will +3 SR 5 Resist acid, cold, electricity 5 Speed 40', climb 20', swim 20' Bite +1 1d4 Smite bias: 1/day, swift action, +0 attack, +1 damage Counterpoised Dog
Counterpoised Dolphin
Counterpoised Eagle
Counterpoised Fire Beetle
Counterpoised Poisonous Frog
Counterpoised Pony
Counterpoised Viper
Sprite
Stirge
Spells:
Cantrips
Acid splash | Conjuration (creation) [acid] | standard | V, S | close (25') | 1d3 acid damage Daze | Enchantment (compulsion) [mind-affecting] standard | V, S, M (pinch of wool) | close (25') | DC 14 Will negates | Humanoid creature with 4 or fewer HD takes no actions for 1 round Detect magic Divination | standard | V, S | 60' cone emanation | concentration, 1 minute max | Detect the presence of magical auras the first round of study, the number of auras and the power of the most potent in the second round, and the strength and location of each aura in the third round. If the aura is in sight, Knowledge (arcana) to identify the school of magic involved (DC 15+ level for spells, 15+ ½ caster level for non-spell effects). If the aura is from a magic item, Spellcraft can identify the item. Dim: lingering auras regardless of level; Faint: 3rd level or lower spell, 5th level or lower magic item (lingers 1d6 rounds); Moderate: 4th-6th level spell, 6th-11th level item (lingers 1d6 minutes); Strong: 7th-9th level spell, 12th-20th level item (lingers 1d6×10 minutes); Overwhelming: 10th+ level spell, 21st+ level item (lingers 1d6 days). 3' of wood or dirt, 1' of stone, 1" of common metal, or a thin sheet of lead will block the effect. Guidance | Divination | standard | V, S | touch | 1 minute or until discharged | The target gets a +1 competence bonus to a single attack roll, skill check, or saving throw. It must choose to use the bonus before making the roll. 1st Level
Lesser rejuvenate eidolon | Conjuration (healing) | standard | V, S, M (a drop of my blood) | touch | Eidolon regains 1d10+1 HP
Equipment:
Studded leather armor, dagger, sling, backpack, bedroll, belt pouch, flint and steel, iron pot, mess kit, soap, torches (10), trail rations (5 days), waterskin, artisan's outfit, decorative trim, scarf, caul, gold earrings, opal ring, spell component pouch Inventory Tracking:
Current Gold: 2 gp
PURCHASED
Consumables
Prestige and Boons:
Chronicles:
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