Survivor

Sonira's page

45 posts. Alias of MordredofFairy.


Gender

HP: 14/14 | AC: 18 / T: 11 / FF: 17 | Fort: +4, Ref: +1(Evasion), Will: +3 | CMB: 5, CMD: 16 | Init: +1, Perception: +0 (Darkvision)

About Sonira

Twinned Eidolon of Sorina
Chaotic Good Medium Outsider
Character Image

Init = 1(dex)
Senses: Perception 0 (Darkvision 60 ft)
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Defense
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AC 16 10+1(Dex)+2(Armor)+2(Natural)+1(Shield), ACP = 0
hp 7 = 2*(6(1d10 HD)+1(Con))
Fort 4 , Ref 1 , Will 3
Evasion
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Offense
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Speed 30 ft
MELEE Starknife +5 1d4+3(20/x3)
RANGED Starknife +3 1d4+3(20/x3)

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Statistics
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Str 17, Dex 13, Con 13, Int 7, Wis 10, Cha 11
Base Atk +2; CMB 5; CMD 16

Languages: Common

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Special Abilities
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=====Feats=====
Level 1: Additional Traits
Level 3:
Level 6:

=====Twinned Eidolong Qualities=====

Base Evolutions: A twinned eidolon gains the weapon training evolution. The twinned eidolon also gains the skilled (Disguise) evolution. The racial bonus provided by this evolution is doubled when the eidolon is impersonating the twinned summoner.

At 4th level, a twinned eidolon can cast a summoner spell once per day as a spell-like ability. The spell must be one known by the eidolon’s summoner and must be at least 1 level lower than the highest-level spell the summoner can cast. The eidolon must have a Charisma score of at least 10 + the spell level. The caster level for this spell-like ability is equal to the eidolon’s Hit Dice minus 2. The save DC is 10 + half the eidolon’s HD + the eidolon’s Charisma modifier. At 8th level, a twinned eidolon gains the shared slot evolution (see below).

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Class Abilities
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Darkvision (Ex): The eidolon has darkvision with a range of 60 feet.

Link (Ex): A summoner and his eidolon share a mental link allows for communication across any distance (as long as they are on the same plane). This communication is a free action, allowing the summoner to give orders to his eidolon at any time. In addition, magic items interfere with the summoner's connection to his eidolon. As a result, the summoner and his eidolon share magic item slots. For example, if the summoner is wearing a ring, his eidolon can wear no more than one ring. In case of a conflict, the items worn by the summoner remain active, and those used by the eidolon become dormant. The eidolon must possess the appropriate appendages to utilize a magic item.

Share Spells (Ex): The summoner may cast a spell with a target of “you” on his eidolon (as a spell with a range of touch) instead of on himself. A summoner can cast spells on his eidolon even if the spells normally do not affect creatures of the eidolon's type (outsider). Spells cast in this way must come from the summoner spell list. This ability does not allow the eidolon to share abilities that are not spells, even if they function like spells.

=====Evolutions=====
(Pool 2):

Base: Weapon Training
Base: Skilled(Disguise) (double bonus to impersonate twinned summoner)
Skilled(1): Sense Motive
Skilled(1): Bluff

=====Skills=====
4 = 6(class)-2(int)

Adventuring Skills

Acrobatics(ACP) = (ranks)+(Dex)+3(class)
13 Bluff = 2(ranks)+0(Cha)+3(class)+8(racial)
Climb(ACP) = (ranks)+(Str)
Diplomacy = (ranks)+(Cha)
-- Disable Device(ACP) = (ranks)+(Dex)
13/21 Disguise = 2(ranks)+0(Cha)+3(class)+8(racial)
Escape Artist(ACP) = (ranks)+(Dex)
Fly(ACP) = (ranks)+(Dex)
Heal = (ranks)+(Wis)
Intimidate = (ranks)+(Cha)
- Knowledge (arcana) = (ranks)+(Int)
- Knowledge (dungeoneering) = (ranks)+(Int)
- Knowledge (local) = (ranks)+(Int)
- Knowledge (nature) = (ranks)+(Int)
- Knowledge (planes) = (ranks)+(Int)+3(class)
- Knowledge (religion) = (ranks)+(Int)
Perception = (ranks)+(Wis)+3(class)
Ride(ACP) = (ranks)+(Dex)
13 Sense Motive = 2(ranks)+(Wis)+3(class)+8(racial)
-- Spellcraft = (ranks)+(Int)+3(class)
5 Stealth(ACP) = 1(ranks)+1(Dex)+3(class)
Survival = (ranks)+(Wis)+3(class)
Swim(ACP) = (ranks)+(Str)
-- Use Magic Device = (ranks)+(Cha)+3(class)

Background Skills

Appraise = (ranks)+(Int)
Artistry = (ranks)+(Int)+3(class)
Craft = (ranks)+(Int)+3(class)
-- Handle Animal = (ranks)+(Cha)
- Knowledge (engineering) = (ranks)+(Int)
- Knowledge (geography) = (ranks)+(Int)
- Knowledge (history) = (ranks)+(Int)
- Knowledge (nobility) = (ranks)+(Int)
-- Linguistics = (ranks)+(Int)
Lore = (ranks)+(Int)+3(class)
Perform = (ranks)+(Cha)
-- Profession()= [/b]= (ranks)+(Wis)
5 Sleight of Hand(ACP) = 1(ranks)+1(Dex)+3(class)

=====Gear=====

Pickpockets Outfit
2 x Spring-Loaded Wrist Sheath
Buckler
Lamellar Cuirass
2 x Starknife
CLW Potion(in Sheath)
Acid(in Sheaths)
Summoners Kit(This kit includes a backpack, a bedroll, a belt pouch, a flint and steel, an iron pot, a mess kit, soap, torches (10), trail rations (5 days), and a waterskin.)
Marked Cards + 2 x Regular Cards
Superior Loaded Dice + 2 x Regular Dice
Sanctified Ring
Courtesan's kit(Forget the name - thats for self-pampering) (This kit contains items to assist a courtesan in soothing the body and mind. For the body, the kit contains a razor, scented oils and salves, fragrances, a warming pot, and a variety of appealing outfits. Books of poetry, literature, and plays—often focusing on salacious topics and full of double entendres—entertain the mind.)

=====Traits (per Additional Traits) =====

Adopted(Social)(Human) => Tattooed Mystic(Racial) (Human)
You bear the elaborate tattoos of your people, marking you as a free son or daughter of the road.
Benefit: You gain a +1 trait bonus on saving throws against charm and compulsion effects. Additionally, you are proficient with bladed scarves and starknives.

Self-Sustaining(Faith)
As a follower of Razmir, the Prophecies of Kalistrade, or some other tradition that preaches self-reliance, you make a point of not seeking divine aid for minor matters.
Benefit: When you gain this trait, choose one of the following 0-level spells: create water, mending, purify food and drink, or stabilize. You can cast this spell once per day as a spell-like ability, using your character level as your caster level. Once chosen, this selection can’t change.

Ability Scores and Starting Statistics:

Starting Statistics: Size Medium; Speed: 30 ft.; AC: +2 natural armor; Saves: Fort (good), Ref (poor), Will (good); Attack: 2 claws (1d4); Ability Scores: Str 16, Dex 12, Con 13, Int 7, Wis 10, Cha 11