Halfling

Seamus Sams's page

36 posts. Alias of Shalm.


Full Name

Seamus Sams

Race

Halfling

Classes/Levels

Summoner 11/Hierphant 5

Gender

Male

Size

Small

Alignment

CN

About Seamus Sams

Stats:
Seamus Sams halfling summoner 11
CN male humanoid (halfling)
Initiative +6; Senses: Perception +3

Defense
AC 20, touch 16, flat-footed 18 (+4 armor, +2 enhancement, +2 Dex, +1 deflection, +1 size)
HP 89
Fort +6, Ref +8, Will +12
Defensive Abilities: +2 on saves against fear effects

Offense
Melee quarterstaff +9 (1d6/x2)

Spell-like Abilities
Summon Monster VI (10/day) – Standard action, 1 minute/level

Spells Known (Caster Level 11th, Concentration +17)
4th level (3/day) Greater Evolution Surge, Baleful Polymorph, Acid Pit
3rd level (6/day) Rejuvenate Eidolon, Protection from Energy, Heroism, Greater Invisibility
2nd level (6/day) Alter Self, Bear's Endurance, Cat's Grace, Haste, Invisibility
1st level (7/day) Shield, Mage Armor, Lesser Rejuvenate Eidolon, Grease, Feather Fall, Enlarge Person
0th level (At will) Arcane Mark, Detect Magic, Guidance, Light, Mage Hand, Read Magic

Statistics
Str 10; Dex 15; Con 10; Int 10; Wis 15; Cha 24
Base Atk. +8; CMB +7, CMD 19
Feats: Improved Initiative, Quick Draw, Spell Focus (conjuration), Augment Summoning, Superior Summoning, Mounted Combat, Toughness, Augment Summoning (mythic), Dual Focus (mythic), Mythic Paragon (mythic), Quick Draw (mythic)
Skills: Acrobatics +4, Climb +2, Ride +16, Stealth +6, Use Magic Device +21
Languages: Common, Halfling
SQ: Maker's Call (2/day), Mythic Power (14/day, 1d8)
Gear: Ring of Protection (+2), Wand of Fireball, Wand of Reduce Person, Wand of Enlarge Person, +2 Mithral Chain Shirt, Cloak of Resistance (+2), Headband of Alluring Charisma (+4), Bag of Holding
Special Abilities
Summon Monster A summoner can cast summon monster 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.

Mythic Power Mythic characters can draw upon a wellspring of power to allow them to accomplish amazing deeds and cheat fate. He can expend one daily use of mythic power to increase any d20 rolls he just made by rolling 1d8 and adding it to the results. Using this ability is an immediate action that is taken after the original roll is made and the results are revealed. This can change the outcome of the roll.

Shield Ally Whenever a summoner is within his eidolon's reach, the summoner receives a +2 shield bonus to his AC and a +2 circumstance bonus on his saving throws.

Maker's Call 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 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.

Beast Fury The hierophant can expend one use of mythic power as a swift action to grant a boon to his animal companion, cohort, eidolon, familiar, or mount. The boon allows the creature to, as an immediate action, move up to its speed and make one attack with any one of its natural weapons. When making this attack, the creature rolls twice and takes the better result. Any damage dealt by this attack is treated as epic for the purposes of overcoming damage reduction.

Enduring Blessing Whenever the hierophant cast a spell with a duration of 10 minutes per level or longer upon a single willing target, he can change that spell's duration to 1 day. A creature can't be subject to more than one enduring blessing at a time; if another is cast upon the creature, the first enduring blessing ends.

Itemcraft The hierophant is skilled at getting the most out of magic items. He adds ½ his hierophant tier (minimum 1) to the caster level of potions, scrolls, staves, and wands he uses when determining the effects of the spells created by them. When using a staff, wand, or other charged item, he can expend one use of mythic power in place of one charge.

Mighty Summons (Su) Any creatures the hierophant summons using summon monster spell receive 2 bonus hit points per Hit Dice and DR 5/magic. Whenever he uses this spell to summon more than one creature, he receieves one additional creature of the same type. When casting a spell to summon just one creature, he can expend one use of mythic power to give it the agile or savage mythic simple template.

Eidolon:
Mitsy
N Outsider
Initiative +3; Senses: Perception +21, Darkvision (60 ft.)

Defense
AC 26, touch, 13, flat-footed 23
HP 85
Fort +9, Ref +9, Will +4
Defensive abilities evasion, DR 5/epic, +4 on Will saves against enchantment spells and effects

Offense
Melee Greatsword +19/+14 (3d6+16+1d6 fire) or
Earth Breaker +19/+14 (3d6+16+1d6 cold) or
Greatsword +15/+10 (3d6+16+1d6 fire), Earthbreaker +15/+10 (3d6+16+1d6 cold)
Speed: 40 ft., Fly 40 ft. (average)

Statistics
Str 30; Dex 16; Con 17; Int 7; Wis 12; Cha 11
Base Atk. +9; CMB +20, CMD 33
Feats: Power Attack, Multiweapon Fighting, Two-weapon fighting, Double Slice, Improved Two-weapon fighting
Skills: Fly +15, Perception +21, Sense Motive +13, Stealth +15
Languages: Common
SQ: Mythic Power (5/day, 1d8)
Evolutions: Mount, Pounce, Skilled (Perception), Flight, Limbs (arms) (x2), Martial Weapon Proficiency, Large

Gear: Ring of Protection (+1), Amulet of Natural Armor (+1), +1 Flaming Greatsword, +1 Frost Earth Breaker, Belt of Giant Strength (+4)

Special Abilities
Devotion An eidolon gains a +4 morale bonus on Will saves against enchantment spells and effects

Mythic Power Mythic characters can draw upon a wellspring of power to allow them to accomplish amazing deeds and cheat fate. He can expend one daily use of mythic power to increase any d20 rolls he just made by rolling 1d8 and adding it to the results. Using this ability is an immediate action that is taken after the original roll is made and the results are revealed. This can change the outcome of the roll.

Backstory:
Seamus is just an average halfling, trying to make a living in the the best way he knows how. Or at least that's what he wants you to think. He is simply dressed, carries few possessions, and can relate to almost anyone. Using his wit and charm (and a little bit of magic), Seamus and his “wife” Mitsy travel the countryside, looking for small villages in which they can sell their wares.

In truth, Seamus is much more extraordinary than meets the eye. Mitsy is, in reality, an outsider summoned by Seamus. In towns, Seamus alters her appearance, making her look like a quaint, homely halfling women. She carries just a simple bag at her waist, rarely speaks, and follows Seamus everywhere he goes. But when trouble arises (which it often does in the con artist business), Mitsy transforms into something entirely different—a creature with the lower body of a lion, the upper body and head of a woman, and two sets of arms, perfect for holding two large weapons, which she pulls from her (not so) simple bag. Seamus hops onto her back, vanishes, and lets Mitsy clean up his frequent messes.

But Seamus is just an average halfling, and Mitsy is just his wife. Just don't let them sell you anything, or you might get more than you bargained for.

Lesser Trials:
Can I only pick one? If so, then I'll go for Deliver Soul: Reduce a creature from full hit points to dying or dead with a single spell or ability.