Haiten Bhaq

Selene_Shadowvar's page

33 posts. Alias of Dark Netwerk.


Race

HP (22/22) 18/18 {effects: none} | AC 19 (T11 FF18) | F+1 R+1 W+4 | Init +1 | darkvision 60', low-light vision, perception +6

Classes/Levels

Dailies:
disguise self 1/1
Spells:
1st: 3/3

Gender

Female Fetchling Synthesist Shadow Caller 2 |

Special Abilities

Link to Normal Form

About Selene_Shadowvar

Female Fetchling Synthesist Shadow Caller 1
LN Medium outsider (native)

Favored class: Summoner (1: +1 SP)

Init +1 ; Senses Darkvision 60', Low-light vision, Perception +6

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DEFENSE
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AC 15, touch 12, flat-footed 14 (+4 natural armor, +1 dex)
hp {22} 18 {2d10+2 CON} (2d8+2 CON)
Fort +1 (+0 base +1 CON), Ref +1 (+0 base +1 dex), Will +4 (+3 base +1 WIS)
Resistance cold 5, electricity 5
Special evasion, shadow blend/shadow form/shadow blending (50% miss chance)

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OFFENSE
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Base Atk +2, Cmb +5, Cmd 16
Speed 30 ft/x4

Melee (x50% damage vs. corporeal: incl)
2 Claws +5/+5 1d2+1 x2 {B and S}

Special

Spells per Day
1st: 2 (1+CHA)

Spells Known (DC 10 +3 cha +spell level)
0th (5): Detect Magic, Guidance, Mending, Message, Resistance
1st (3): Corrosive Touch, Lesser Rejuvenate Eidolon, Mage Armor

==STATISTICS==
Str 17, Dex 13, Con 13, Int 14, Wis 12, Cha 17
Feats
Traits Caretaker (faith), Princess (social)

Skills:
Skill points: 5 (2 +2 INT +1 favored)/lvl

Acrobatics +1 (0 +1 DEX)
Appraise +2 (0 +2 INT)
Bluff +3 (0 +3 CHA)
Climb +3 (0 +3 STR)
Craft (-) +2 (0 +2 INT +0 class)
Diplomacy +8 (1 +3 CHA +3 class +1 trait)
Disguise +3 (0 +3 CHA)
Escape Artist +1 (0 +1 DEX)
Heal +6 (1 +1 WIS +3 class +1 trait)
Intimidate +4 (0 +3 CHA +1 trait)
Knowledge (planes) +8 (1 +2 INT +3 class +2 race)
Perception +6 (2 +1 WIS +3 class)
Profession (torturer) +6 (2 +1 WIS +3 class)
Ride +1 (0 +1 DEX)
Sense Motive +1 (0 +1 WIS)
Spellcraft +6 (1 +2 INT +3 class)
Stealth +8 (2 +1 DEX +3 class +2 race)
Survival +1 (0 +1 WIS)
Swim +3 (0 +3 STR)

Knowledge () + (0 +2 INT +0 class)
Linguistics + (0 +2 INT +0 class)
Use Magic Device + (0 +3 CHA)

Languages Common, Aklo, D'zirak
SQ Spell-like abilities ()

Equipment:

Encumbrance # lbs (0-76 lbs=light; 77-153 lbs=medium; 154-230 lbs=heavy)

_wt_ item

0 lbs (0 gp) Weapons

0 lbs (0 gp) Clothing and Armor
__._ Outfit

0 lbs (0 gp) Other Gear

Cash 70 gp

Feat descriptions:


Eidolon abilities:

• CLAWS (Ex) {free}: An eidolon has a pair of vicious claws at the end of its limbs, giving it two claw attacks. These attacks are primary attacks. The claws deal 1d4 points of damage (1d6 if Large, 1d8 if Huge). The eidolon must have the limbs evolution to take this evolution. This evolution can only be applied to the limbs (legs) evolution once This evolution can be selected more than once, but the eidolon must possess an equal number of the limbs evolution.
• EVASION (Ex): If an eidolon is subjected to an attack that normally allows a Reflex save for half damage, it takes no damage if it makes a successful saving throw.
• LIMBS (arms & legs) (Ex) {free}: An eidolon grows an additional pair of limbs. These limbs can take one of two forms. They can be made into legs, complete with feet. Each pair of legs increases the eidolon’s base speed by 10 feet. Alternatively, they can be made into arms, complete with hands. The eidolon does not gain any additional natural attacks for an additional pair of arms, but it can take other evolutions that add additional attacks (such as claws or a slam). Arms that have hands can be used to wield weapons, if the eidolon is proficient. This evolution can be selected more than once.
• SHADOW BLEND (Su) {2}: In any condition of illumination other than bright light, the eidolon disappears into the shadows, giving it concealment (20% miss chance). If it has the shadow form evolution, it instead gains total concealment (50% miss chance). The eidolon can suspend or resume this ability as a free action.
• SHADOW FORM (Su): The eidolon's body becomes shadowy and more indistinct. This shadow form grants the eidolon constant concealment (20% miss chance), and its melee attacks affect incorporeal creatures as if it had the ghost touch weapon property. The eidolon's melee attacks deal only half damage to corporeal creatures.

Class abilities:

• FUSED EIDOLON: A synthesist summons the essence of a powerful outsider to meld with his own being. The synthesist wears the eidolon like translucent, living armor. The eidolon mimics all of the synthesist’s movements, and the synthesist perceives through the eidolon’s senses and speaks through its voice, as the two are now one creature.
While fused with his eidolon, the synthesist uses the eidolon’s physical ability scores (Strength, Dexterity, and Constitution), but retains his own mental ability scores (Intelligence, Wisdom, and Charisma). The synthesist gains the eidolon’s hit points as temporary hit points. When these hit points reach 0, the eidolon is killed and sent back to its home plane. The synthesist uses the eidolon’s base attack bonus, and gains the eidolon’s armor and natural armor bonuses and modifiers to ability scores. The synthesist also gains access to the eidolon’s special abilities and the eidolon’s evolutions. The synthesist is still limited to the eidolon’s maximum number of natural attacks. The eidolon has no skills or feats of its own. The eidolon must be at least the same size as the synthesist. The eidolon must have limbs for the synthesist to cast spells with somatic components. The eidolon’s temporary hit points can be restored with the rejuvenate eidolon spell.
While fused, the synthesist loses the benefits of his armor. He counts as both his original type and as an outsider for any effect related to type, whichever is worse for the synthesist. Spells such as banishment or dismissal work normally on the eidolon, but the synthesist is unaffected. Neither the synthesist nor his eidolon can be targeted separately, as they are fused into one creature. The synthesist and eidolon cannot take separate actions. While fused with his eidolon, the synthesist can use all of his own abilities and gear, except for his armor. In all other cases, this ability functions as the summoner’s normal eidolon ability (for example, the synthesist cannot use his summon monster ability while the eidolon is present).
This ability replaces the class’s eidolon ability, bond senses, and life bond.
The following class abilities function differently for synthesist summoners.
==Fused Link (Su)
Starting at 1st level, the synthesist forms a close bond with his eidolon. Whenever the temporary hit points from his eidolon would be reduced to 0, the summoner can, as a free action, sacrifice any number of his own hit points. Each hit point sacrificed this way prevents 1 point of damage done to the eidolon (thus preventing the loss of the summoner’s temporary hit points), preventing the eidolon from being killed and sent back to its home plane.
This ability replaces life link.
• SHADOW EIDOLON: A shadow caller's eidolon is at once a thing of shadow called from the deep of the Shadow Plane and his own shadow; the two are inseparable. When his eidolon manifests, his shadow lengthens and finally detaches from him as a creature unto itself. For as long as the shadow caller's eidolon is manifested, he and the eidolon do not have distinct shadows, regardless of the presence or absence of light. This lack of a shadow replaces the magical symbol that identifies the summoner and his eidolon.


Race abilities:

• DARKVISION: Fetchlings can see perfectly in the dark up to 60 feet.
• LOW-LIGHT VISION: In addition to their ability to see perfectly in the dark up to 60 ft, fetchlings have low-light vision, allowing them to see twice as far as humans in conditions of dim light.
• SHADOW BLENDING (Su): Attacks against a fetchling in dim light have a 50% miss chance instead of the normal 20% miss chance. This ability does not grant total concealment; it just increases the miss chance.
• SHADOWY RESISTANCE (Ex): Fetchlings have cold resistance 5 and electricity resistance 5.
• SKILLED: Fetchlings have a +2 racial bonus on Knowledge (planes) and Stealth checks.
• SPELL-LIKE ABILITIES (Sp): A fetchling can use disguise self once per day as a spell-like ability. She can assume the form of any humanoid creature. When a fetchling reaches 9th level in any combination of classes, she gains shadow walk (self only) usable once per day as a spell-like ability. When a fetchling reaches 13th level in any combination of classes, she gains plane shift (self only, to the Shadow Plane or the Material Plane only) usable once per day as a spell-like ability. A fetchling's caster level is equal to her total Hit Dice.