Ilarris Zeleshi

Rose Carmanf's page

45 posts. Organized Play character for d'Eon.


Full Name

Rose Carmanf

Race

Half-Elf

Classes/Levels

Summoner 1 | HP 5/8 | AC 14, T 11, FF 13 | F +0, R +1, W +3 | Init +1 | Perc +1 | Summon Monster 7/7 | 1st level 0/2

Gender

Female

Size

Medium

Age

25

Alignment

Neutral

Deity

Abadar

Languages

Taldane, Varisian, Kelish, Tien

Strength 10
Dexterity 12
Constitution 10
Intelligence 14
Wisdom 13
Charisma 18

About Rose Carmanf

Appearance:
5'6", 9 stone 9

Defense:
HP 8
AC 14 (+3 armor, +1 Dex)
CMD 11 (+0 BAB, +0 Str, +1 Dex)

Fort +0
Ref +1
Will +3

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
distance to eidolon ≤1,000', half HP
distamce to eidolon ≤10,000', quarter HP
distance to eidolon >10,000', banished

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
N Small counterpoised animal
Init +1 | darkvision 60', low-light vision, scent, Perception +8
AC 13, T 12, FF 12
HP 6
Fort +4, Ref +3, Will +3
SR 5
Resist acid, cold, electricity 5
Speed 40'
Bite +2 1d4+1
Smite bias: 1/day, swift action, +0 attack, +1 damage

Counterpoised Dolphin
N Medium counterpoised animal
Init +2 | darkvision 60', low-light vision, blindsight 120', Perception +9
AC 13, T 12, FF 11
HP 11
Fort +4, Ref +5, Will +3
SR 5
Resist acid, cold, electricity 5
Speed swim 80' (Swim +13)
Slam +3 1d4+1
Smite bias: 1/day, swift action, +0 hit, +2 damage

Counterpoised Eagle
N Small counterpoised animal
Init +2 | darkvision 60', low-light vision, Perception +10
AC 14, T 13, FF 12
HP 5
Fort +3, Ref +4, Will +4
SR 5
Resist acid, cold, electricity 5
Speed 10', fly 80' (average, Fly +8)
Talons (2) +3 1d4
Bite +3 1d4
Smite bias: 1/day, swift action, +0 hit, +1 damage

Counterpoised Fire Beetle
N Small counterpoised vermin
Init +0 | darkvision 60', low-light vision, Perception +0
AC 12 , T 11, FF 12
HP 4
Fort +2, Ref +0, Will +2
SR 5
Resist acid, cold, electricity
Immune to mind-affecting effects
Speed 30', fly 30' (poor, Fly +2)
Bite +1 1d4
Smite bias: 1/day, swift action, +0 hit, +1 damage
Luminescence: Provides light in 10' radius.

Counterpoised Poisonous Frog
N Tiny counterpoised animal
Init +1 | darkvision 60', low-light vision, Perception +3
AC 13, T 13, FF 12
HP 4
Fort +2, Ref +3, Will +1
SR 5
Resist acid, cold, electricity 5
Speed 10', swim 20' (Swim +9)
Bite +3 1 (poison)
Smite bias: 1/day, swift action, +0 hit, +1 damage
Poison: injury, Fort DC 10, 1/round for 6 rounds, 1d2 Con damage, 1 save

Counterpoised Pony
N Medium counterpoised animal
Init +1 | darkvision 60', low-light vision, scent, Perception +5
AC 11, T 11, FF 10
HP 13
Fort +5, Ref +4, Will +2
SR 5
Resist acid, cold, electricity
Speed 40'
Hooves (2) -3 1d3
Smite bias: 1/day, swift action, +0 hit, +2 damage

Counterpoised Viper
N Tiny counterpoised animal
Init +3 | darkvision 60', low-light vision, scent, Perception +9
AC 16, T 15, FF 13
HP 3
Fort +1, Ref +5, Will +3
SR 5
Resist acid, cold, electricity 5
Speed 20', climb 20', swim 20'
Bite +5 1 (poison)
Smite bias: 1/day, swift action, +0 hit, +1 damage
Poison: Injury, Fort DC 9, 1/round for 6 rounds, 1d2 Con damage, 1 save

Sprite
N Diminutive fey
Init +3 | detect evil, detect good, low-light vision, Perception +6
AC 17, T 17, FF 14
HP 3
Fort +0, Ref +5, Will +4
DR 2/cold iron
Speed 15', fly 60' (perfect, Fly +21)
Shortsword +0, 1
Shortbow +7, 1
SLA (CL 5)
Constant - detect evil, detect good
At will - dancing lights, daze (DC 10)
1/day - color spray (DC 11)

Stirge
N Tiny magical beast
Init +4 | darkvision 60', low-light vision, scent, Perception +1
AC 16, T 16, FF 12
Fort +2, Ref +6, Will +2
Speed 10', fly 40' (average, Fly +8)
Attach +7 touch
Attach: Grapples target, +8 racial bonus to maintain grapple.
Blood Drain: Deals 1 Con damage each round while attached, until 4 points of Con damage are dealt.

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
Daze monster | Enchantment (compulsion) [mind-affecting] | standard | V, S | medium (110') | One creature with 6 or fewer HD takes no actions for 1 round

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
Studded leather armor - 25 gp
Decorative trim - 20 gp
Caul - 20 gp
Gold earrings - 15 gp
Opal ring - 20 gp
Alchemist's fire - 20 gp

Consumables
1 alchemist's fire

Prestige and Boons:

Chronicles: