About SzeshkyaQuick View Stats for Combat:
Initiative: +4 (+2 Dex +2 trait)
SPELLS
Szeshkya’s Background:
Szeshkya is a prize - her mother a prize of raiding, now her daughter a prized member of the tribe. Canny and able to navigate the human world, Szeshkya nevertheless proves her worth and mettle among her more physically overbearing tribe-cousins.
Under the tutelage of the Wolftooth shamans, Szeshkya can invoke an aspect of the wolf god - during this warp-spasm she shifts into a being of gleaming ferocity, all claws and mad writhings… Szeshkya's dark patron whispers to her of vengeance upon the soft-skins for their endless depredations, and has gifted her with a facility for handling both beasts and dominating humanoids…an ability that has come in handy in the tough environs of the Wolftooth tribe, especially when one is a half-breed... When not possessed by her aspect, Szeshkya is an accomplished wyr-worker versed in eldritch esoteries, often called upon to provide unorthodox aid in a tight spot. Szeshkya's mother died in childbirth, and though raised by the Wolftooth clan, she does have a secret appreciation for the ingenuity of humans. As long as they die after showing her their secrets… STATS:
Ability Scores Score (bonus) [point buy] (racial creation bonus) Str : 14 (+2) [5] (15 during aspect) Dex: 14 (+2) [5] (15 during aspect) Con: 13 (+1) [3] Int: 10 (+0) [0] Wis: 12 (+1) [2] Cha: 16 (+3) [5] (+2 Half-orc) DEFENSE:
AC: xx, touch xx, flat-footed xx (+xx armor, + xx dex, +0 size) HP: 30 (Full first, second/third level = 24, +3 Favored Class, +3 Toughness) Fort +3, Ref +4, Will +5 [+1 luck bonus to saves from racial trait] OFFENSE:
Initiative: + 4 [+2 Dex, +2 trait] Speed 30 ft Melee: xx Base Atk: +2 CMB: +4 (+2 BAB, +2 str) CMD: 16 (10, +2 BAB, +2 str, +2 dex) Favored Class Bonus Hit points Feats:
:
Power Attack Toughness SKILLS:
Skills: (xx ranks – 6 Pactgifted Champion, +0 Int)) Skill/Class/Ranks/Ability Modifier/Bonus Acrobatics/No/0/+2 = +2 Appraise/No/0/+0 = +0 Bluff/No/0/+3 = +3 Climb/No/0/+2 = +4 [+2 racial trait] Craft (tattoo)/Yes, +3/1/+0 = +4 Diplomacy/No/0/+3 = +3 Disable Device/No/0/+2 = +2 Disguise/No/0/+3 = +3 Escape Artist/No/0/+2 = +2 Fly/Yes, +3/0/+2 = +2 Handle Animal/Yes, +3/1/+3 = +9 [+2 patron boon] Heal/Yes, +3/1/+1 = +5 Intimidate/Yes, +3/1/+3 = +11 [+2 patron boon, +2 racial trait] Knowledge (all)/Yes, +3/0/+0 = +0 Linguistics/Yes, +3/0/+0 = +0 Perception/No/0/+1 = +1 Perform/No/0/+3 = +3 Profession (xx)/Yes, +3/0/+0 = +0 Ride/Yes, +3/1/+2 = +6 Sense Motive/No/0/+1 = +1 Sleight of Hand/No/0/+2 = +2 Spellcraft/Yes, +3/0/+0= +0 Stealth/No/0/+2 = +2 Survival/No/0/+1 = +1 Swim/No/0/+2 = +2 Use Magic Device/Yes, +3/1/+3 = +7 TRAITS:
Reactionary Benefit: You gain a +2 trait bonus on initiative checks. Anatomist Benefit: You gain a +1 trait bonus on all rolls made to confirm critical hits. Spoiler:
Languages: Common, Orcish [spoiler=ORC ABILITIES]
Medium: Half-orcs are Medium creatures and have no bonuses or penalties due
Normal Speed: Half-orcs have a base speed of 30 feet. Low-light vision: Characters with low-light vision have eyes that are so sensitive to light that they can see twice as far as normal in dim light. Low-light vision is color vision. A spellcaster with low-light vision can read a scroll as long as even the tiniest candle flame is next to him as a source of light.
Intimidating: Half-orcs receive a +2 racial bonus on Intimidate checks due to their fearsome nature. Orc Blood: Half-orcs count as both humans and orcs for any effect related to race. Forest Walker: More at home in the forests and jungles of the world, these half-orcs are well adapted to their surroundings. Half-orcs with this trait have low-light vision and gain a +2 racial bonus on Climb checks. This racial trait replaces darkvision. Sacred Tattoo: Many half-orcs decorate themselves with tattoos, piercings, and ritual scarification, which they consider sacred markings. Half-orcs with this racial trait gain a +1 luck bonus on all saving throws. This racial trait replaces orc ferocity. Weapon Familiarity: Half-orcs are proficient with greataxes and falchions and treat any
Languages: Half-orcs begin play speaking Common and Orc. Half-orcs with high
[spoiler=CLASS ABILITIES]
At 1st level, the pactgifted champion uses her ability scores and other statistics as her base form, and receives a pool of evolution points as shown on Table: Eidolon Base Statistics. Points from this pool can be spent on a wide variety of modifications and upgrades that add new abilities, attacks, and powers to the pactgifted champion. Whenever the pactgifted champion gains a level, the number in this pool increases and the pactgifted champion can spend these points to change the abilities. These choices are not set. The pactgifted champion can change them whenever he gains a level (and through the transmogrify spell). A pactgifted champion's pact avatar is restricted from selecting the following evolutions: basic magic, minor magic, major magic, ultimate magic. While in his pact avatar form, the pactgifted champion also gains the eidolon’s armor bonus, Strength and Dexterity bonus, and max attacks, as well as the darkvision, evasion, devotion, multiattack and improved evasion abilities at the indicated levels. A pactgifted champion does not gain the eidolon’s link, share spells, or ability score increase abilities of an eidolon. A pactgifted champion counts as both his original type and as a magical beast for the purpose of determining any effect related to type when in his pact avatar form.
Patron: At 1st level, the pactgifted champion must select a patron. This patron is a vague and mysterious force, granting the pact avatar power for reasons that she might not entirely understand. The patron also grants a small boon to the pactgifted champion. She chooses one of the following skill sets and gains a +2 bonus on all skill checks made with the listed skills: Animal Affinity (Handle Animal, Ride), Cunning (Bluff, Diplomacy), Discerning (Bluff, Sense Motive), Domineering (Handle Animal, Intimidate), Friendly (Diplomacy, Handle Animal), Deceptive (Bluff, Intimidate), Perceptive (Perception, Sense Motive), Persuasive (Diplomacy, Intimidate), Subtle (Diplomacy, Sense Motive), Vigorous (Climb, Swim). Patron’s Boon: Domineering - +2 to Handle Animal and Intimidate. Patron Spells: At 2nd level, and every three levels thereafter (up to 17th level), a pactgifted champion’s patron adds new spells to the pactgifted champion’s list of spells known. The spells gained depend upon the patron chosen. Each patron is listed by its theme. Its actual name is up to the GM and the pactgifted champion to decide. Chosen Patron: Vengeance. Patron Spell: burning hands Self Healing (Sp): Starting at 1st level, a pactgifted champion can heal himself for 1d6 points of damage as a spell-like ability a number of times per day equal to 3 + his Charisma modifier. He can use this ability as a standard action. A pactgifted champion can use this ability even while his pact avatar is manifested. At 3rd level, and every two levels thereafter, the amount of damage he can heal increases by 1d6, up to a maximum of 10d6 at 19th level. Szeshkya’s Self Healing 2d6, 6 x day Hex (Su): At 2nd level, a pactgifted champion gains the witch’s hex ability and gains one hex of her choice. She gains an additional hex at 4th level and for every two levels attained after 2nd level. Hex chosen: Feral Speech
Szeshkya’s Aspect:
Darkvision BAB 3 Evasion: If an attack allows a Reflex save for half damage, you take no damage on a successful saving throw. Evolution Pool: 5 Evolutions: Improved Damage – Claws: One of the eidolon’s natural attacks is particularly deadly. Select one natural attack form and increase the damage die type by one step. 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 natural attack. Improved Natural Armor: +2 AC Bite: This attack is a primary attack. The bite deals 1d6 points of damage (1d8 if Large, 2d6 if Huge). Claws: 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). [i]Magic Attacks[i/]: 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. Str/Dex Bonus: 1 AC Bonus: +4 (2 + 2 from evolution) Max Attacks: 3
GEAR:
Weapons: Falchion xxx xxx Armor: xx Skill Equipment: Miscellaneous:xxx Total equipment cost: xxx Weight: xx (x lbs), xx (x lbs), xx (x lbs), xx (x lbs) xx lbs Capacity: xx lbs. – xx lbs = xx load. Load: |