Shindiira Misraria

Sol-Alar De Xin Min's page

48 posts. Alias of Johnny_Panic.


Full Name

Sol-Alar De Xin Min

Race

Noble Drow (Advanced)

Classes/Levels

Summoner (Synthesist L18)

Gender

Female

Size

L

Age

Unknown

Special Abilities

As Noble Drow

Alignment

TN

Strength 20
Dexterity 22
Constitution 22
Intelligence 30
Wisdom 34
Charisma 42

About Sol-Alar De Xin Min

Under Re-design

Summoner (Synthesist L18)

About Sol-Alar De Xin Min
Drow (Noble Blood) LN

-Basic personality and description.

Sol-Alar De Xin Back Story

"Sol-Alar De Xin Min" Elf meaning "The Hunter of things", Once Darkness then the light then training. She had been found by the fay they said and given to them, they said she was found for a use. She was born to be an Agent of the great Patton, that Patton that interlinks all things.
When she was of age they came again and said she would be a being of power, it was her density, then her work started to become a god.

Speed, stealth and power, she is fast and skilled, cunning and utterly ruthless in her pursuit of godhood. No act, not action no course will deflect her.

"All things change, only the Patton stays"

IMAGE HERE

InForm:

18'10 and slim, with fine dark skin and long white hear, Blue gray eyes and olive face, she has the fine looks of a Noble Drow. Her dress is fine and of high cost.

IMAGE HERE

In Synthesist:

she is 22'11" tall and looks like this.
Fast and the image of the idealized hunter, able to Dig, Swim, Fly she moves from plane to plane always seeking. Eyes of electric blue like the rune on her forehead, she reacks magic and power.

In Action:

Contemplation in all actions, a center of stillness, Eyes cold and hard seeking always seeking, she is harsh blunt and some time cruel.
A true professorial and business like always. There is only one thing she loves more then a hunt and that is flying.

In her Synthesist form.
She is a relentless in the hunt, single minded and dedicated she moves with skill and art. It is in flight and movement she finds true form, she can often be seen spending hours flying for the pour joy if it. Her weapons of chouse is the claw and NET, Of nets she has a large number and one always hangs from her belt.

Combat:

Noble Drow Summoner (Synthesist L18)
AC 31 = 10 (+6dex) (+1feat) (+8Item) (+5Item)(+1Item)
Touch AC 21 FF AC18
Speed 40'

Initiative +6
Perf Combat +15

CMB +18
CMD +47/39FI

Base Attacks
BAB = +13/+8/+3
M = +18/+13/+8 (All +2 Str)
R = +20/+15/+10 (All +3 Dex)

27 Point Buy
Str=[18/29][+5/+10][10][2pp][+0Race][+0Levels][+6item][+other]
Dex=[18/24][+4/+7][10][2pp][+2Race][+0Levels][+6item][+other]
Con=[18/22][+3/+6][10][5pp][-2Race][+0Levels][+6item][+other]
Int=[20/26][+5/+8][10][5pp][+0Race][+0Levels][+6item][+other]
Wis=[20/34][+8/+1][10][5pp][+0Race][+0Levels][+6item][+other]
Cha=[24/42][+7/+1][10][5pp][+2Race][+4Levels][+6item][+other]

Ref +7 (+7 Dex) (+5 Items) (+16feat)= 35
Will +13 (+12 Wis) (+5 Items) (+16feat)= 46
Fort +7 (+6 Con) (+5 Items) (+16Feat)= 34

Eidolon Synthesist
AC 63 = 10 (+7 dex mod) (+2 Eidolon form)(+16 Eidolon levels) (+14 Eidolon Evolutions) (+4 Greater Shielded Meld) (+1feat)(+8 Braces of Armor) (+1 Item) (+8 Amulet of NA)
Touch AC 41 FF AC56
Speed 40' Flight 240' 180mph per round (note hasted and Evols 6 640' a round, or full light 5x640' 6 seconds = 1000+mph)

CMB +14
CMD +36 FI +34

Base Attacks
BAB = +15
M = +22 (All +7 Str)
R = +21 (All +6 Dex)

Eidolon Synthesist
Str 24/30 +7/+10
Dex 24/30 +7/+10
Con 16/22 +3/+6
Int 14/20 +2/+5
Wis 16/22 +3/+6
Cha 20/26 +5/+8

Ref +7 (+10 Dex) (+5 Items) (+16feat) (+4*)= 42
Will +13 (+12 Wis) (+5 Items) (+16feat) (+4*)= 40
Fort +7 (+7 Con) (+5 Items) (+16Feat) (+4*)= 41
*+4 circumstance bonus on his saving throws.

Feats:

9 from levels
1:drow-nobility
2:improved-drow-nobility
3:greater-drow-nobility
4:noble-spell-resistance SR 29

1:Mobility
2:Combat Reflexes
3:Defensive Combat Training (Combat)
4:Blind-Fight (Combat)
5:Dodge (Combat)
7:Spring Attack (Combat)
8:Wingover (Monster) (Can only use with Eidolon)
9:Flyby Attack (Monster) (Can only use with Eidolon)

Evastion (class SD)
Improved evasion (Eidolon Feat)
Uncanny Dodge (class SD)
Fast stealth (class SD)

Traits:

Breath of Expireance
Magic Knack (Sum)
[/spoiler

[spoiler=Drow]

Standard Racial Traits
Ability Score Racial Traits: Drow are nimble and manipulative. They gain +2 Dexterity, +2 Charisma, and –2 Constitution.
Type: Drow are humanoids with the elf subtype.
Size: Drow are Medium creatures and thus receive no bonuses or penalties due to their size.
Base Speed: Drow have a base speed of 30 feet.
Weapon Familiarity: Drow are proficient with the hand crossbow, rapier, and shortsword.
Languages: Drow begin play speaking Elven and Undercommon. Drow with high Intelligence scores can choose from the following languages: Abyssal, Aklo, Aquan, Common, Draconic, Drow Sign Language, Gnome, or Goblin. See the Linguistics skill page for more information about these languages.
Defense Racial Traits

Immunities Drow are immune to magic sleep effects and gain a +2 racial bonus on saving throws against enchantment spells and effects.
Spell Resistance: Drow possess spell resistance (SR) equal to 6 plus their total number of class levels.
Feat and Skill Racial Traits

Keen Senses– Drow gain a +2 racial bonus on Perception checks.
Magical Racial Traits

Spell-Like Abilities (Su): Drow can cast dancing lights, darkness, and faerie fire, once each per day, using their total character level as caster level.
Offense Racial Traits

Poison Use: Drow are skilled in the use of poisons and never risk accidentally poisoning themselves.
Senses Racial Traits

Superior Darkvision: Drow have superior darkvision, allowing them to see perfectly in the dark up to 120 feet.
Weakness Racial Traits

Light Blindness: As deep underground dwellers naturally, drow suffer from light blindness. Abrupt exposure to any bright light blinds drow for 1 round. On subsequent rounds, they are dazzled as long as they remain in the affected area.

Skills:

Spend 204

+30/33 Acrobatics(+3/+6dex, 15rank +4Feat +5Item)<
+3 Appraise(+3int, 0rank)<
+5 Bluff(+5cha, 0rank)
+0/+11 Climb(-1/+7str, 1rank,)
+* Craft(+3int, 0rank)<
+5 Diplomacy(+5cha, 0rank)<
+5 Disguise(+5cha, 0rank)
+4/+7 Escape Artist(+3/6dex, 1rank)
+33/36 Fly (+3/6Dex) (+15 Rank) (+8magic) (+4Feat)<
+10 Handle Animal (+5Cha 2rank)<
+4 Heal (+4Wis 0rank)
+5 Intimidate(+5cha, 0rank)
+5 Knowledge (ALL)(+3Int 0rank +2trait)<
+7 Linguistics(+3int 1rank)<
+19 Perception(+4wis, 10rank +2Race)<
+6 Profession(ALL)(+4wis, 0rank +2trait)<
+7/12 Ride (+3/6Dex 1rank)<
+8 Sense Motive(+4wis, 1rank)<
- Sleight of Hand(+3/6dex, 0rank)
+9 Spellcraft(+3int, 3rank)<
+13/16 Stealth (+3/6dex 10rank)
+18 Survivel (+4Wis 1rank 15Item)< (used for Tracking)
+11/20 Swim (-1/+7Str 10rank)<
+8 Use Magic Device(+5cha, 1ranks)<

Spells:

Level 0 (6) Unlimited Per day
Acid Splash
Detect Magic
Read Magic
Mage Hand
Daze

Level 1 (6) 8 Per day
Enlarge Person
Mage Armor
Reduce Person
Rejuvenate Eidolon, Lesser
Unseen Servant
Endure Elements

Level 2 (6) 7 Per day
Detect Thoughts
Haste
Invisibility
Restore Eidolon, Lesser
Summon Eidolon

Level 3 (6) 7 Per day
Dimension Door
Invisibility, Greater
Tongues
Rejuvenate Eidolon - 3d10+15
Nondetection

Level 4 (6) 7 Per day
Teleport - 1500 miles
Purified Calling - Eidolon summoned is fully healed.
Evolution Surge, Greater - 6 Points
Baleful Polymorph

Level 5 (5) 6 Per day
Planar Adaptation - Duration 24 hour (D)
Plane Shift
True Seeing
Simulacrum

Level 6 (5) 5 Per day
Create Demiplane
discern-location
protection from spells[url]
[url=http://www.d20pfsrd.com/magic/all-spells/d/dimensional-lock]dimensional lock

Also from lass
Spells
Summon monster I to VII.

Special:

No need for air
Immune to gas attacks

Permanency Spell
Enlarged 2.5k gp
Magic Fang, Greater +5 Claw (magic) 2.5k gp
Resistance +1 2.5k gp
Telepathic Bond Familiar 2.5k gp

Synthesist:

Eidolon Base:

Inevitable
Implacable and ceaseless in their fight against chaos and those who break natural laws, inevitables make loyal, if literal-minded, companions for lawful summoners. Summoners of inevitables generally get along well with axiomites, who share their understanding of the process of forging and modifying an inevitable. Inevitable eidolons appear as a mixture between clockwork constructs and idealized humanoid statues.

Alignment: Lawful neutral.

Base Form(s): Biped (limbs [arms], limbs [legs], slam).

Base Evolutions: At 1st level, inevitable eidolons count as both constructs and outsiders for the purpose of effects such as the bane weapon special ability and the favored enemy class feature. They gain a +4 bonus on saving throws against death effects, disease, necromancy effects, paralysis, poison, sleep, and stun.

At 4th level, inevitable eidolons gain a +4 bonus on saving throws against mind-affecting effects and immunity to nonlethal damage, fatigue, and exhaustion.
At 8th level, inevitable eidolons gain immunity to death effects, disease, and poison.
At 12th level, inevitable eidolons gain DR 5/chaotic. They also gain immunity to sleep, as well as the true speech ability (see the inevitable subtype).
At 16th level, inevitable eidolons lose the +4 bonus on saving throws against necromancy effects and gain immunity to ability damage, ability drain, energy drain, and necromancy effects.
At 20th level, inevitable eidolons gain immunity to paralysis, sleep, stun, and any effect that requires a Fortitude save (unless the effect also works on objects)

Starting Statistics: Size Medium;
Speed 30 ft.;
AC +2(+16) natural armor;
Saves As Min PC
Attack 2 claws (1d4);
Ability Scores
Str 23, (+7 Level 16)(+0 Level Bonus)
Dex 19, (+7 Level 12)(+2 Level Bonus)
Con 20, (+7 Level 13)(+1 Level Bonus)
Int 0, As Main PC
Wis 0, As Main PC
Cha 0, As Main PC

HD 20 = 20 x 6 = 120+(140con) = 260hp
BAB As Main pc
Armor Bonus +16+2(+18)
Max Attacks As Main PC

Free Evolutions
limbs x1 (arms)
claws x1 (+5 to hit + 5 DMG - Magic Fang Grater)
limbs x1 (legs)

Evolution Pool = 26

Improved Natural Armor (Ex) x6 +12AC (6 Points)
An eidolon’s hide grows thick fur, rigid scales, or bony plates, giving it a +2 bonus to its natural armor. This evolution can be taken once for every five levels the summoner possesses

Swim (Ex) (1 Point)
An eidolon gains webbed hands, feet, or powerful flippers, giving it a swim speed equal to its base speed. This evolution does not give the eidolon the ability to breathe underwater. This evolution can be selected more than once. Each additional time it is selected, increase the eidolon’s swim speed by 20 feet. Source: Advanced Player's Guide

Magic Attacks (Su) (1pint)
An eidolon is infused with magic, allowing it to treat all of its natural attacks as if they were magic for the purpose of overcoming damage reduction. If the summoner is 10th level or higher, all of the eidolon’s weapons are treated as the alignment of the eidolon for the purpose of overcoming damage reduction. Source: Advanced Player's Guide

Scent (Ex) (1 Point)
An eidolon’s sense of smell becomes quite acute. The eidolon gains the scent special quality, allowing it to detect opponents within 30 feet by sense of smell. If the opponent is upwind, the range increases to 60 feet; if downwind, it drops to 15 feet. Strong scents can be detected at twice the normal range. Scent does not allow the eidolon to precisely locate the creature, only to detect its presence. It can detect the direction with a move action. The eidolon can pinpoint the creature’s location if it is within 5 feet. The eidolon can use scent to track creatures. Source: Advanced Player's Guide

Burrow (Ex) (3 points)
An eidolon grows thick and gnarled claws, allowing it to move through the earth. The eidolon gains a burrow speed equal to 1/2 its base speed. It can use this speed to move through dirt, clay, sand, and earth. It does not leave a hole behind, nor is its passage marked on the surface. The summoner must be at least 9th level before selecting this evolution. Source: Advanced Player's Guide

Flight (Ex or Su) (14 points)
An eidolon grows large wings, like those of a bat, bird, insect, or dragon, gaining the ability to fly. The eidolon gains a fly speed equal to its base speed. The eidolon’s maneuverability depends on it size. Medium or smaller eidolons have good maneuverability. Large eidolons have average maneuverability, while Huge eidolons have poor maneuverability. For 2 additional evolution points, the eidolon flies by means of magic. It loses its wings, but its maneuverability increases to perfect. Flying via magic means makes this a supernatural ability. The eidolon’s fly speed can be increased by spending additional evolution points, gaining a 20-foot increase to fly speed for each additional point spent. The summoner must be at least 5th level before selecting this evolution. Source: Advanced Player's Guide

Special
Dark-vision range of 60 feet.
Fused Link,
share spells
Evasion
Ability score increase
Devotion
Multiattack
Ability score increase 3
Improved evasion
Dimension door as a spell-like ability PC caster level 3/day

Equipment:

See Hunters Claws Special weapon Below - 16k gp
Special weapon -
The Hunters Claws
Is a sets of magical Gauntlets 2/4/6 etc
The Hunters claws when activated work by shifting the any beings
natural claw weapons in Adamantine. Making them act as Adamantine
weapons. giving such claws the ability to bypass hardness when sundering weapons or attacking objects and ignoring hardness less than 20. They add NO other magic bonuses to such natural claw weapons than adding Adamantine. All other bonuses must come by other means.
Activating and deactivating is a Swift action

Nets - see below

Bracers of Armor +8 64k GP
Dusty Rose Prism +1 insight bonus to AC 5k gp
Cloak of Resistance +25k GP
Headband of mental superiority +6 144k gp
Belt of physical perfection +6 144k gp
Amulet of Natural Armor +8 50k gp
Ring of Sustenance 5.5k gp
Ring of Freedom of Movement - 40k gp
Boots of Striding and Springing 5.5k gp
Handy haversack 2k GP

Ioun stones
In Wayfinder-2000gp
nacreous gray sphere (no ageing) 10k gp
Gamboge Nodule (Immunity to poison) 54k gp
Iridescent Spindle (Sustains creature without air) 18k gp
Opalescent White Pyramid (net) 10k gp

Sols Nets:

MW Net +1 305gp x 6

A MW net is used to entangle enemies.

Benefit: When you throw a net, you make a ranged touch attack against your target. A net's maximum range is 10 feet. If you hit, the target is entangled. An entangled creature takes a –2 penalty on attack rolls and a –4 penalty on Dexterity, can move at only half speed, and cannot charge or run. If you control the trailing rope by succeeding on an opposed Strength check while holding it, the entangled creature can move only within the limits that the rope allows. If the entangled creature attempts to cast a spell, it must make a concentration check with a DC of 15 + the spell's level or be unable to cast the spell.

An entangled creature can escape with a DC 20 Escape Artist check (a full-round action). The net has 10 hit points and can be burst with a DC 30 Strength check (also a full-round action). A net is useful only against creatures within one size category of you.

A net must be folded to be thrown effectively. The first time you throw your net in a fight, you make a normal ranged touch attack roll. After the net is unfolded, you take a –4 penalty on attack rolls with it. It takes 2 rounds for a proficient user to fold a net and twice that long for a non-proficient one to do so.[/i]

Adamantine Net +1 (+1) 3005gp each x4

A Adamantine net is used to entangle enemies, but unlike normal nets its made from Adamantine, which makes it very hard to brake, how ever the Escape Artist check check is the same as a normal net.

Benefit: When you throw a net, you make a ranged touch attack against your target. A net's maximum range is 10 feet. If you hit, the target is entangled. An entangled creature takes a –2 penalty on attack rolls and a –4 penalty on Dexterity, can move at only half speed, and cannot charge or run. If you control the trailing rope by succeeding on an opposed Strength check while holding it, the entangled creature can move only within the limits that the rope allows. If the entangled creature attempts to cast a spell, it must make a concentration check with a DC of 15 + the spell's level or be unable to cast the spell.

An entangled creature can escape with a DC 20 Escape Artist check (a full-round action). The Adamantine net has 40 hit points and can be burst with a DC45 Strength check (also a full-round action). The Adamantine Net also has a Hardness 20. A net is useful only against creatures within one size category of you.

A net must be folded to be thrown effectively. The first time you throw your net in a fight, you make a normal ranged touch attack roll. After the net is unfolded, you take a –4 penalty on attack rolls with it. It takes 2 rounds for a proficient user to fold a net and twice that long for a non-proficient one to do so.[/i]

Distance Net +1 (as +2 weapon) 8005gp x1
This net has a range Increment of 20'
Aura moderate divination; CL 6th; Craft Magic Arms and Armor, clairaudience/clairvoyance; Price +1 bonus.

DESCRIPTION
This special ability can only be placed on a ranged weapon.
A distance weapon has double the range increment of other weapons of its kind.[/b]

Ghost Touch Net +1 (as +2 weapon) 8005gp x1

Aura moderate conjuration; CL 9th; Craft Magic Arms and Armor, plane shift; Price +1 bonus.

DESCRIPTION

A ghost touch acts as a net on incorporeal creatures, regardless of its bonus. An incorporeal creature's 50% reduction in damage from corporeal sources does not apply to attacks made against it. The Net can be picked up and moved by an incorporeal creature at any time. A manifesting ghost can wield the weapon against corporeal foes. Essentially, a ghost touch net counts as both corporeal or incorporeal. DC 20 Escape Artist check (a full-round action). The Adamantine net has 10 hit points and can be burst with a DC25 Strength check.

Thundering Net +1 (as +2 weapon) 8005gp x1

Aura faint necromancy; CL 5th; Craft Magic Arms and Armor, blindness/deafness; Price +1 bonus.

DESCRIPTION
A thundering Net creates a cacophonous roar like thunder once a subject has been netted (Not the round after the Net attack).The sonic energy does not harm the subject. But any subject in the net has 10 Added to its consentration checks and m make a DC 14 Fortitude save or be deafened wile in the net. Note - Any subjects that can hear can be affected by the that has no hearing is not affected. In all other ways it is a normal net.

Corrosive Net +1 (as +2 weapon) 8005gp x1

Source: Advanced Player's Guide
Aura moderate evocation; CL 10th; Craft Magic Arms and Armor, acid arrow; Price +1 bonus.

DESCRIPTION
Upon command, a corrosive net becomes slick with acid that deals an 1d6 points of acid damage on a successful to a netted subject. The acid does not harm the wielder or the net. The effect remains until another
command is given.

Extradimensional Net +1 (As +3 weapon) 32,005gp x1
Aura strong conjuration; CL 14th
Slot —; Price 30,005,000 gp; Weight —

Description
The extradimensional Net is in fact a shaping portable hole made to act as a net, The net is spun from the webs of a phase spider interwoven with strands of ether and beams of starlight, resulting net with a portable extradimensional space. When used this lets the net caster capture things one size category bigger than themselves. The extradimensional space changes to siut the subject trapped in the net. The net can be folded up by simply taking hold of the edges of the net only from the outside. Anything inside the hole remains, traveling with the folded net.

The only air in the net is that which enters when the net is opened. It contains enough air to supply one subject for 10 minutes. The Net does not accumulate weight even if it is filled. Each such net opens on its own particular nondimensional space. If a net is placed within a portable hole, a rift to the Astral Plane is torn in that place. Both the net and any thing inside are sucked into the void and forever lost. If such a net is placed within a bag of holding, it opens a gate to the Astral Plane. The Net, the bag, and any creatures within a 10-foot radius are drawn there, the net and bag of holding being destroyed in the process.