Dr Davaulus

Sterling "lumpy" Lumpkin's page

811 posts. Alias of LitanyOfCurses.


Race

Human HP (44/44)

Stats:
AC/Touch/Flat 24/13/21 Fort/Ref/Will +7/+5/+8| Init +12

Classes/Levels

Skills:
Craft(Alchemy)11, Spellcraft 11, Diplomacy 14, Intimidate 12, Linguistics 10, Perception 15, Sense Motive 7, Stealth 7, Handle Animal 13

About Sterling "lumpy" Lumpkin

Sterling "Lumpy" Lumpkin
Male Magus(Eldritch Scion) 5/ Summoner 5 gestalt/Mythic Archmage lvl 2
LN Medium humanoid (human)
Init +12; +2 Trait, +4 feat, +2 dex, +4 mythic ability
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Defense
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AC 19, touch 13, flat-footed 17 (+6 Armor, +2 Dex, +1 Luck)
hp 44 (5d8) +5 Favored Class, +5 Con, +8 Archmage
Fort +7, Ref +5, Will +8

Armor

Mithral Do-maru +1

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Offense
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3-Blade Boomerang +1
+6 2d4+1 19-20x2 30 ft reflex DC 15 to catch

Broadsword, nine ring +1
+4 to Hit 1d8+1 ×3

Masterwork Longbow
+6 to hit 1d8 20/×3 100(30) ft. 1 lbs.

Masterwork Shortsword
+4 to hit 1d6 19-20/×2 10 ft. 1 lbs

Speed: 30 ft.

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Equipment
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Alchemist's lab (portable) 75 gp 20 lbs +1 to skill checks

Bomb launcher 10 gp 1/2 lb. Increase thrown range to 30'

Craft at 1/3 cost total amount 100*lvl 4

2x Powder, Flash 100
5x Acid Flask 50
2x Water Purification sponge 50
Thunderstone 30
2x Smokestick 40
2x Oil, Quick Freeze 100
2x Antiplague 100
2x Antitoxin 100
2x Repellent, Vermin 50
2x Smelling Salts 50
2x Stillgut 100
2x Air Crystals 100
2x Alchemical Glue 40
Alchemical Solvent 20
2x Alchemist's Fire 40
2x Alkali Flask 30
Tanglfoot bag 50
2x dye marker 30
Tar Bomb 15
Grease, Alchemical 5
Foam, Impact 25
Paste, Bone 75
1200/3= 400

20 Silver Arrows
20 Cold Iron Arrows

20 Silver bolts
20 Cold Iron Bolts
Kit, Alchemist's

Price 40 gp; Weight 24 lbs.

This kit includes a backpack, bandoleer, a bedroll, a belt pouch, a flint and steel, ink, an inkpen, an iron pot, a mess kit, soap, torches (10), trail rations (5 days), and a waterskin, 50' of rope x 2, Hammer, Chisel, crowbar, 28x pitons

Earrings of cha +2
Cloak of Resistance +1
Eyes of the Eagle
Hat of Disguise
10x potions of CLW
Brooch of Shielding
2x Shackles of Compliance
Gloves of Reconnaissance
Traveler's Translator

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Statistics
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Str 10, Dex 14, Con 12, Int 16, Wis 14, Cha 22 (+2 cha from earrings)
Base Atk +3; CMB +3; CMD 15
Traits:
Alchemical Intuition

Benefit: Once per day as a free action, you may gain a trait bonus equal to your Charisma modifier (minimum 0) on a Craft (alchemy) check you make. You can apply this bonus after you roll the check, possibly turning a failure into a success.

Reactionary
Benefit(s): You gain a +2 trait bonus on Initiative

Feats:
Spell Focus (Conjuration)
Benefit: Add +1 to the Difficulty Class for all saving throws against spells from the school of magic you select

Augment Summoning
Benefit: Each creature you conjure with any summon spell gains a +4 enhancement bonus to Strength and Constitution for the duration of the spell that summoned it.

Superior Summoning
Prerequisites: Augment Summoning, caster level 3rd.
Benefit: Each time you cast a summoning spell that conjures more than one creature, add one to the total number of creatures summoned.

Summon Neutral Monster
Prerequisite(s): Chaotic neutral, lawful neutral, or neutral alignment.
Benefit(s): When casting a summon monster spell, you gain access to the list of neutral creatures at right. You may also summon creatures from the standard summon monster list and apply the counterpoised creature simple template to applicable creatures instead of the celestial or fiendish template. Creatures you summon from the list and creatures you summon with the counterpoised template gain a +2 resistance bonus on Will saves.

Improved Initiative

Skills :
SKILLS :
STR Bonus : +0
DEX Bonus : +2
INT Bonus : +3
WIS Bonus : +2
CHA Bonus : +6

Class : +2/Level (4 Levels) + 3 (Int) +1 race
Class Total : +30
Craft(Alchemy)11 = 5 Ranks from class + 3 From Stat + 3 for class skill
Spellcraft 11 = 5 Ranks from class + 3 From Stat + 3 for class skill
Diplomacy 14 = 5 Ranks from class + 6 From Stat + 3 for class skill
Intimidate 12 = 3 Ranks from class + 6 From Stat + 3 for class skill
Linguistics 10 = 4 Ranks from class + 3 From Stat + 3 for class skill
Knowledge(engineering)7 = 1 Ranks from class + 3 From Stat + 3 for class skill
Knowledge(Arcana)7 = 1 Ranks from class + 3 From Stat + 3 for class skill
Knowledge(Psychology) 8 = 2 Ranks from Stat + 3 From Stat + 3 From Class
Knowledge(Religion) 9 = 1 Ranks from class+ 1 Ranks from Stat + 3 From Stat + 3 From Class
Perception 15 = 5 Ranks from class + 2 From Stat + 3 for class skill + 5 competence
Sense Motive 7 = 2 Ranks from Stat + 2 From Stat + 3 for class skill
Stealth 7= 2 Ranks from Stat + 2 From Stat + 3 From Class
Profession(Sailor): 9 = 4 Ranks from Stat + 2 From Stat + 3 From Class

Languages English, Raptor, Aquan, Celestial, Ignan, Terran, Auran, Infernal

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Special Abilities
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Summoner Spell List:

0 lvl:
Acid Splash DC 17
Detect Magic
Light
Message
Read Magic
Guidance

1st lvl: 6 slots
Shield
Snowball DC 18
Rejuvenate Eidolon, Lesser
Mage Armor

2nd lvl: 4 slots
Summon Eidolon
Haste
Ghost Wolf

Magus

0 lvl:
daze DC 16
disrupt undead DC 16
mage hand
prestidigitation
ray of frost DC 16
spark DC 16

1st lvl: 6 slots
Corrosive Touch DC 18
Thunderstomp
magic missile
Mudball DC 18

2nd lvl: 4 slots
Flaming Sphere DC 18
mirror image
Euphoric Cloud DC 19

Eidolon

A summoner begins play with the ability to summon to his side a powerful outsider called an eidolon. The eidolon forms a link with the summoner, who, forever after, summons an aspect of the same creature. An eidolon has the same alignment as the summoner that calls it and can speak all of his languages. Eidolons are treated as summoned creatures, except that they are not sent back to their home plane until reduced to a number of negative hit points equal to or greater than their Constitution score. In addition, due to its tie to its summoner, an eidolon can touch and attack creatures warded by protection from evil
and similar effects that prevent contact with summoned creatures.

A summoner can summon his eidolon in a ritual that takes 1 minute to perform. When summoned in this way, the eidolon hit points are unchanged from the last time it was dismissed or banished. The only exception to this is if the eidolon was slain, in which case it returns with half its normal hit points. The eidolon does not heal naturally. The eidolon remains until dismissed by the summoner (a standard action). If the eidolon is sent back to its home plane due to death, it cannot be summoned again until the following day. The eidolon cannot be sent back to its home plane by means of dispel magic, but spells such as dismissal and banishment work normally. If the summoner is unconscious, asleep, or killed, his eidolon is immediately banished. The eidolon takes a form shaped by the summoner’s desires. The eidolon’s Hit Dice, saving throws, skills, feats, and abilities are tied to the summoner’s class level and increase as the summoner gains levels. In addition, each eidolon receives a pool of evolution points, based on the summoner’s class level, that can be used to give the eidolon different abilities and powers.

Whenever the summoner gains a level, he must decide how these points are spent, and they are set until he gains another level of summoner.

Life Link (Su)

Starting at 1st level, a summoner forms a close bond with his eidolon. Whenever the eidolon takes enough damage to send it back to its home plane, the summoner can sacrifice any number of hit points. Each hit point sacrificed in this way prevents 1 point of damage done to the eidolon. This can prevent the eidolon from being sent back to its home plane.

In addition, the eidolon and the summoner must remain within 100 feet of one another for the eidolon to remain at full strength. If the eidolon is beyond 100 feet but closer than 1,000 feet, its current and maximum hit point totals are reduced by 50%. If the eidolon is more than 1,000 feet away but closer than 10,000 feet, its current and maximum hit point totals are reduced by 75%. If the eidolon is more than 10,000 feet away, it is immediately returned to its home plane. Current hit points lost in this way are not restored when the eidolon gets closer to its summoner, but its maximum hit point total does return to normal.

Summon Monster I (Sp)

Starting at 1st level, a summoner can cast summon monster I 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 (instead of 1 round per level). At 3rd level, and every 2 levels thereafter, the power of this ability increases by one spell level, allowing him to summon more powerful creatures (to a maximum of summon monster IX at 17th level). At 19th level, this ability can be used as gate or summon monster IX. If used as gate, the summoner must pay any required material components. A summoner cannot have more than one summon monster or gate spell active in this way at one time. If this ability is used again, any existing summon monster or gate immediately ends. These summon spells are considered to be part of his spell list for the purposes of spell trigger and spell completion items. In addition, he can expend uses of this ability to fulfill the construction requirements of any magic item he creates, so long as he can use this ability to cast the required spell.

Bond Senses (Su)

Starting at 2nd level, a summoner can, as a standard action, share the senses of his eidolon, hearing, seeing, smelling, tasting, and touching everything the eidolon does. He can use this ability a number of rounds per day equal to his summoner level. There is no range to this effect, but the eidolon and the summoner must be on the same plane. The summoner can end this effect as a free action.

Shield Ally (Ex)

At 4th level, whenever a summoner is within his eidolon’s reach, the summoner receives a +2 shield bonus to his Armor Class and a +2 circumstance bonus on his saving throws. This bonus does not apply if the eidolon is grappled, helpless, paralyzed, stunned, or unconscious.

Maker’s Call (Su)

At 6th level, 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 (Su)

At 8th level, 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.

Aspect (Su)

At 10th level, a summoner can divert up to 2 points from his eidolon’s evolution pool to add evolutions to himself. He cannot select any evolution that the eidolon could not possess, and he must be able to meet the requirements as well. He cannot select the ability increase evolution through this ability. Any points spent in this way are taken from the eidolon’s evolution pool (reducing the total number available to the eidolon). The summoner can change the evolutions he receives from these points any time he can change the eidolon’s evolutions.

Greater Shield Ally (Su)

At 12th level, whenever an ally is within an eidolon’s reach, the ally receives a +2 shield bonus to its Armor Class and a +2 circumstance bonus on its saving throws. If this ally is the summoner, these bonuses increase to +4. This bonus does not apply if the eidolon is grappled, helpless, paralyzed, stunned, or unconscious.

Life Bond (Su)

At 14th level, a summoner’s life becomes linked to his eidolon’s. As long as the eidolon has 1 or more hit points, the summoner is protected from harm. Damage in excess of that which would reduce the summoner to fewer than 0 hit points is instead transferred to the eidolon. This damage is transferred 1 point at a time, meaning that as soon as the eidolon is reduced to a number of negative hit points equal to its Constitution score, all excess damage remains with the summoner.

Effects that cause death but not damage are unaffected by this ability. This ability does not affect spells like baleful polymorph, flesh to stone, or imprisonment, or other spells that do not cause actual damage.

Merge Forms (Su)

At 16th level, as a full-round action, a summoner can touch his eidolon and the two can merge forms. This transformation includes all of the summoner’s gear.

While merged in this way, the summoner is protected from harm and cannot be the target of spells or effects. All effects and spells currently targeting the summoner are suspended until the summoner emerges from the eidolon (although durations continue to expire).

The summoner can cast spells while inside the eidolon by taking control of the eidolon for the duration of the casting. Any material components used for these spells are taken from the summoner’s gear, even though they are otherwise inaccessible. The summoner can direct all of the eidolon’s actions while merged, can perceive through its senses, and can speak through its voice.

The summoner can use this ability for a number of rounds per day equal to his summoner level. He can end this effect at any time as a swift action. The summoner emerges in a square adjacent to the eidolon if able. If the eidolon is returned to its home plane while the summoner is merged with it, the summoner is immediately ejected, taking 4d6 points of damage, and is stunned for 1 round.

Greater Aspect (Su)

At 18th level, a summoner can divert more of his eidolon’s evolutions to himself. This ability functions as the aspect ability, but up to 6 evolution points can be taken. Unlike the aspect ability, the eidolon loses 1 point from its evolution pool for every 2 points (or fraction thereof) diverted to the summoner.

Twin Eidolon (Su)

At 20th level, a summoner and his eidolon share a true connection. As a standard action, the summoner can assume the shape of his eidolon, copying all of its evolutions, form, and abilities. His Strength, Dexterity, and Constitution scores change to match the base scores of his eidolon. He can choose to have any gear that he carries become absorbed by his new form, as with spells from the polymorph subschool. Items with continuous effects continue to function while absorbed in this way. The summoner loses his natural attacks and all racial traits (except bonus feats, skills, and languages) in favor of the abilities
granted by his eidolon’s evolutions. The summoner retains all of his class features. The summoner can keep this form for a number of minutes per day equal to his summoner level. This duration does not need to be consecutive, but it must be spent in 1-minute increments. The summoner can end this effect as a free action.

Eldritch Scion (Archetype)

Spells: An eldritch scion casts arcane spells drawn from the magus spell list. He can cast any spell he knows without preparing it ahead of time. To learn or cast a spell, an eldritch scion must have a Charisma score equal to at least 10 + the spell's level. The DC for a saving throw against an eldritch scion's spell is 10 + the spell's level + the eldritch scion's Charisma modifier. An eldritch scion can cast only a certain number of spells of each spell level per day. His base daily spell allotment is the same as a bard of the same level. In addition, he receives bonus spells per day if he has a high Charisma score.

An eldritch scion's selection of spells is limited. He has the same number of spells known as a bard of the same level, and can choose new spells to replace old ones at 5th level and every 3 class levels after that, just as a bard does. See the bard for more information on swapping spells known. This replaces the magus's spells class feature.

Bloodline: An eldritch scion gains a bloodrager bloodline. The bloodline is selected at 1st level, and this choice cannot be changed. An eldritch scion's effective bloodrager level for his bloodline abilities is equal to his eldritch scion level. He does not gain any bonus feats, and he gains bonus spells from his bloodline at different levels (see the bonus spell class feature below). To use any ability that normally functions when in a bloodrage, an eldritch scion must spend a point from his eldritch pool (see below).

If an eldritch scion takes levels in another class that grant a bloodline, the bloodlines must be the same type, even if that means that the bloodline of one of the classes must change. Subject to GM discretion, an eldritch scion can change his former bloodline to make them conform.

Destined

Your bloodline is destined for great things. When you bloodrage, you exude a greatness that makes all but the most legendary creatures seem lesser.

Bonus Spells: Shield (7th), blur (9th), protection from energy (11th), freedom of movement (13th).

Bloodline Powers: Your future greatness grants you the might to strike your enemies with awe.

Destined Strike (Su): At 1st level, as a free action up to three times per day you can grant yourself an insight bonus equal to 1/2 your bloodrager level (minimum 1) on one melee attack. At 12th level, you can use this ability up to five times per day.

Fated Bloodrager (Su): At 4th level, you gain a +1 luck bonus to AC and on saving throws. At 8th level and every 4 levels thereafter, this bonus increases by 1 (to a maximum of +5 at 20th level).

Certain Strike (Su): At 8th level, you may reroll an attack roll once during a bloodrage. You must decide to use this ability after the die is rolled, but before the GM reveals the results. You must take the second result, even if it's worse.

Defy Death (Su): At 12th level, once per day when an attack or spell that deals damage would result in your death, you can attempt a DC 20 Fortitude save. If you succeed, you are instead reduced to 1 hit point; if you succeed and already have less than 1 hit point, you instead take no damage.

Unstoppable (Su): At 16th level, any critical threats you score are automatically confirmed. Any critical threats made against you confirm only if the second roll results in a natural 20 (or is automatically confirmed).

Victory or Death (Su): At 20th level, you are immune to paralysis and petrification, as well as to the stunned, dazed, and staggered conditions. You have these benefits constantly, even while not bloodraging.

This ability replaces spell recall.

Eldritch Pool (Su) 8 points: An eldritch scion gains an eldritch pool of personal magical energy, equal to 1/2 his magus level (minimum 1) + his Charisma modifier. As a swift action, he can spend a point of eldritch energy to enter a state of mystical focus for 2 rounds. This allows him to use abilities from his bloodrager bloodline as though he were in a bloodrage, though he gains none of the other benefits or drawbacks of bloodraging. At 4th level, an eldritch scion can also use his eldritch pool as an arcane pool, gaining all the benefits listed with the magus's arcane pool class feature.

Additionally, any magus's class feature or spell from the magus spell list that normally uses a calculation based on Intelligence is instead based on Charisma for an eldritch scion. For example, an eldritch scion with the arcane accuracy magus arcana grants himself an insight bonus on attacks equal to his Charisma bonus, not his Intelligence bonus. This has no effect on the eldritch scion's skills or skill points. This ability replaces arcane pool, and abilities that modify arcane pool also modify eldritch pool.

Arcane Pool (Su):

At 1st level, a magus can expend 1 point from his arcane pool as a swift action to grant any weapon he is holding a +1 enhancement bonus for 1 minute. For every four levels beyond 1st, the weapon gains another +1 enhancement bonus, to a maximum of +5 at 17th level. These bonuses can be added to the weapon, stacking with existing weapon enhancement to a maximum of +5. Multiple uses of this ability do not stack with themselves.

At 5th level, these bonuses can be used to add any of the following weapon properties: dancing, flaming, flaming burst, frost, icy burst, keen, shock, shocking burst, speed, or vorpal. Adding these properties consumes an amount of bonus equal to the property's base price modifier (see the Magic Weapon Special Ability Descriptions). These properties are added to any the weapon already has, but duplicates do not stack. If the weapon is not magical, at least a +1 enhancement bonus must be added before any other properties can be added. These bonuses and properties are decided when the arcane pool point is spent and cannot be changed until the next time the magus uses this ability. These bonuses do not function if the weapon is wielded by anyone other than the magus

Spell Combat (Ex): An eldritch scion can only use spell combat while in a state of mystic focus (see eldritch pool, above). At 8th level, an eldritch scion can use spell combat at any time. This ability alters spell combat. This functions much like two-weapon fighting, but the off-hand weapon is a spell that is being cast. To use this ability, the magus must have one hand free (even if the spell being cast does not have somatic components), while wielding a light or one-handed melee weapon in the other hand. As a full-round action, he can make all of his attacks with his melee weapon at a –2 penalty and can also cast any spell from the magus spell list with a casting time of 1 standard action (any attack roll made as part of this spell also takes this penalty). If he casts this spell defensively, he can decide to take an additional penalty on his attack rolls, up to his Intelligence bonus, and add the same amount as a circumstance bonus on his concentration check. If the check fails, the spell is wasted, but the attacks still take the penalty. A magus can choose to cast the spell first or make the weapon attacks first, but if he has more than one attack, he cannot cast the spell between weapon attacks.

Spellstrike (Su): At 2nd level, whenever a magus casts a spell with a range of “touch” from the magus spell list, he can deliver the spell through any weapon he is wielding as part of a melee attack. Instead of the free melee touch attack normally allowed to deliver the spell, a magus can make one free melee attack with his weapon (at his highest base attack bonus) as part of casting this spell. If successful, this melee attack deals its normal damage as well as the effects of the spell. If the magus makes this attack in concert with spell combat, this melee attack takes all the penalties accrued by spell combat melee attacks. This attack uses the weapon's critical range (20, 19–20, or 18–20 and modified by the keen weapon property or similar effects), but the spell effect only deals ×2 damage on a successful critical hit, while the weapon damage uses its own critical modifier.

Magus Arcana:

Arcane Accuracy (Su): The magus can expend 1 point from his arcane pool as a swift action to grant himself an insight bonus equal to his Charisma bonus on all attack rolls until the end of his turn.

Bonus Spells: At 7th level, an eldritch scion gains the bonus spell from his bloodrager bloodline that is normally gained at 10th level. He gains the next three bonus spells from his bloodline at 9th, 11th, and 13th levels, respectively. This ability replaces knowledge pool.

Improved Spell Combat (Ex): At 14th level, an eldritch scion gains the improved spell combat class feature. This ability alters improved spell combat.

Greater Spell Combat (Ex): At 18th level, an eldritch scion gains the greater spell combat class feature. This ability alters greater spell combat.

Mythic Tier 2

Hard to Kill (Ex)

Whenever you're below 0 hit points, you automatically stabilize without needing to attempt a Constitution check. If you have an ability that allows you to act while below 0 hit points, you still lose hit points for taking actions, as specified by that ability. Bleed damage still causes you to lose hit points when below 0 hit points. In addition, you don't die until your total number of negative hit points is equal to or greater than double your Constitution score.

Mythic Power (Su)

Mythic characters can draw upon a wellspring of power to accomplish amazing deeds and cheat fate. This power is used by a number of different abilities. Each day, you can expend an amount of mythic power equal to 3 plus double your mythic tier (5/day at 1st tier, 7/day at 2nd, etc.). This amount is your maximum amount of mythic power. If an ability allows you to regain uses of your mythic power, you can never have more than this amount.

Surge (Su)

You can call upon your mythic power to overcome difficult challenges. You can expend one use of mythic power to increase any d20 roll you just made by rolling 1d6 and adding it to the result. Using this ability is an immediate action taken after the result of the original roll is revealed. This can change the outcome of the roll. The bonus die gained by using this ability increases to 1d8 at 4th tier, 1d10 at 7th tier, and 1d12 at 10th tier.

Amazing Initiative (Ex): At 2nd tier, you gain a bonus on initiative checks equal to your mythic tier. In addition, as a free action on your turn, you can expend one use of mythic power to take an additional standard action during that turn. This additional standard action can't be used to cast a spell. You can't gain an extra action in this way more than once per round.

Mythic Feat:

Mythic Paragon (Mythic)

Benefit: Your tier is considered 2 higher for determining the potency of mythic abilities, feats, and spells. This doesn't grant you access to mythic abilities or greater versions of mythic spells at a lower tier than you would normally need to be to get them, nor does it grant you additional uses of mythic power or adjust the dice you roll for your surge.

Mythic Attack:

Wild Arcana (Su)

(See FAQ below) As a swift action, you can expend one use of mythic power to cast any one arcane spell without expending a prepared spell or spell slot. The spell must be on one of your arcane class spell lists and must be of a level that you can cast with that arcane spellcasting class.

You don't need to have the spell prepared, nor does it need to be on your list of spells known. When casting a spell in this way, you treat your caster level as 2 levels higher for the purpose of any effect dependent on level. You can apply any metamagic feats you know to this spell, but its total adjusted level can't be greater than that of the highest-level arcane spell you can cast from that spellcasting class.

Path Ability:

Crafting Mastery (Ex)

You can craft any magic item as if you had the necessary item creation feats. If you actually have the item creation feat needed for a magic item you're crafting, whenever you attempt a skill check to create that item, roll twice and use the higher result, and you make twice as much progress on the item for any time spent. This ability does not reduce the item's cost or any other requirements.

Competent Caster (Ex): You automatically succeed at concentration checks to cast arcane spells. This ability doesn't apply to spells of the highest spell level you can cast.

Background:
Sterling was born lucky. His Father was on the board of Citibank. His mother was an aging ex-beauty queen, who was rarely without a drink. He was raised mostly by tutors and nannies. He had a stunted emotional relationship with his parents. It leaves two choices for a child, either achieve or become a blacksheep.

Sterling was a model student. No one worked harder at school than him. Harvard Business, Harvard Law and valedictorian. Genetics establish his intelligence, but He earned his accomplishments. Yet he was empty. He saw his family on the holidays, except when his father was working.

Sterling had girlfriends periodically. It never lasted. He was funny. He was charming. He was attractive. He was rich. But he didn't know how to connect.Being an international banking lawyer, Sterling is constantly flying to cities all over the world. He has three homes(Kaui, London, Amsterdam)

Aspirations:

The banking trade today is global control. Dictators have the state press to control information. We have mega corporations to control our information. Pacs and superpacs means we can buy politician's favor in a perfectly legal way. We created financial instruments which uses math developed by quantium physicist. All to justify lending more money than we have. Low risk. Nobody goes to jail unless you're stupid. You don't need to break the law. We are the law. We are the masters of the universe. We shape mankind.

subconscious: Sterling looks at the world as if it was an equation to be solved. Unaware that his fathers approval is what drives him.

Personality: Lumpy is very affable. His charm is practiced. He appears to have great empathy, especially when he feels very little. Very few have personal knowledge about how cold hearted he can be.

Salazar

Init +4; Senses Darkvision (Ex) Perception +8

DEFENSE

AC 19, touch 15, flat-footed 14 (+5 Dex, +4 natural)
hp 30 (4d10+8)
Fort +2, Ref +9, Will +4

OFFENSE

Speed 20 ft., climb 20 ft., swim 20 ft
Melee 2 claws +10 (1d6+2), bite +9 (1d6+2) and +4 Tail Slap (1d6+2)
Space 5 ft.; Reach 5 ft (10 ft for bite).

STATISTICS

Str 14, Dex 20, Con 14, Int 7, Wis 10, Cha 11
Base Atk +4; CMB +4 ; CMD 18
Feats Weapon Finesse, Weapon Focus(Claws)
Skills Acrobatics +10, Escape Artist +10, Perception +8, Stealth +20, Climb +15, Swim +15, +8 racial bonus to Stealth, Swim, Climb

Serpentine

Starting Statistics

Size Medium; Speed 20 ft., climb 20 ft.; AC +2 natural armor; Saves Fort (bad), Ref (good), Will (good); Attack bite (1d6), tail slap (1d6); Ability Scores Str 12, Dex 16, Con 13, Int 7, Wis 10, Cha 11

Free Evolutions

bite, climb, reach (bite), tail, tail slap.

Special: This includes a number of abilities gained by all eidolons as they increase in power. Each of these bonuses is described below.

Darkvision (Ex): The eidolon has darkvision out to 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 may 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.

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.

Claws (Ex) 1

Source: Advanced Player's Guide

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.

Ability Increase (Ex)2

An eidolon grows larger muscles, gains faster ref lexes, achieves greater intelligence, or acquires another increase to one of its abilities. Increase one of the eidolon’s ability scores by +2. This evolution can be selected more than once. It can only be applied once to an individual ability score, plus 1 additional time for every 6 levels the summoner possesses

Swim (Ex) 1

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.

Skilled (Ex)(Stealth) 1
An eidolon becomes especially adept at a specific skill, gaining a +8 racial bonus on that skill. This evolution can be selected more than once. Its effects do not stack. Each time an eidolon selects this evolution, it applies to a different skill.

Limbs (Ex) 2

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.

Gills (Ex) 1

An eidolon has gills and can breathe underwater indefinitely.

The Magus armor is a dragonhide breastplate (+1) that allows one to exist up to 3 levels of hostile environment (toward hotter environments) and offers 5 pts of fire resistance.

Salazar

[Dice=claw] 1d20 +10 [/dice]
[Dice=Damage]1d6+2[/dice]
[Dice=claw] 1d20 +10 [/dice]
[Dice=Damage]1d6+2[/dice]
[Dice=Bite] 1d20 +9 [/dice]
[Dice=Damage]1d6+2[/dice]
[Dice=Tail Slap] 1d20 +4 [/dice]
[Dice=Damage]1d6+2[/dice]