Race |
Male LN Gnome UnSummoner 1 | HP 10/10 | AC:18 T:14 FF:15 | CMD 9 | Fort+1 Ref+3 Will+2 | Init +3 | Perception +0, Sense Motive +0, Low-Light Vision |
About Tarbin Kindlemoar
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MY STORY SO FAR
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Chapter 0: Backstory Coming Soon (150GP)
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INFORMATION
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Tarbin Kindlemoar
Teeva, his Eidolon
Pathfinder Society# 291919-3
The Sovereign Court
Progression Slow
Small Male Lawful Neutral Gnome (Humanoid, Gnome)
Levels Unchained Summoner 1
Favored Class Unchained Summoner
-Level 1 FCB: +1 Skill Point
Languages Common, Gnome, Sylvan
Initiative +3
Senses Low-Light Vision
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STATS
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Strength 5
Dexterity 16
Constitution 12
Intelligence 7
Wisdom 10
Charisma 20
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DEFENSE
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AC 18, Touch 14, Flat-footed 15
HP 10
Fort +1 (+4 Bonus vs Disease, Poison)
Ref +3
Will +2 (+2 Bonus vs Illusions)
CMD 9
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OFFENSE
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Speed 20 Feet / 4 Spaces
BAB +0
CMB -4 (+7 Dirty Trick)
Melee Longspear (-2 Attack), (1d6-3 / 20x3)
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INVENTORY
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Carrying Capacity
Light 0-20lbs.
Medium 21-40lbs.
Heavy 41-60lbs.
Current Load Carried Light: 18lbs.
Total Career Wealth Acquired 150gp
Remaining Wealth 2 GP 3 SP 4 CP
Equipped Gear
Lamellar Leather (60gp, 12.5lbs.)
Longspear (5gp, 4.5lbs)
Masterwork Backpack (50gp, 1lb.)
Items
--
Items on Teeva
Bell (1gp, --)
Candle (1cp, --)
Candle (1cp, --)
Chalk (1cp, --)
Charcoal (5sp, --)
Earplugs (3cp, --)
Fishhook (1sp, --)
Flint and Steel (1gp, --)
Lamp (1sp, 1lb.)
Lamp Oil (1sp, 1lb.)
Parchment (2sp, --)
Parchment (2sp, --)
Parchment (2sp, --)
Parchment (2sp, --)
Parchment (2sp, --)
Rope, Hemp 50ft. (1gp, 10lbs.)
Sewing Needle (5sp, --)
Signal Whistle (8sp, --)
Thieves' Tools (30gp, 1lb.)
Tindertwig (1gp, --)
Trail Rations (5sp, 1lb.)
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SPELLS AND SLA'S
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Spell Save DC: 15+Spell Level (+1 For Illusion Spells)
Spell-Like Abilities:
Grease (Once per Day)
Ghost Sound (Once Per Day)
Silent Image (Once Per Day)
Summon Monster I (7 Times Per Day)
Level 0: --
Read Magic
Detect Magic
Daze
Mage Hand
Level 1: 3 Per Day
Mage Armor
Enlarge Person
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SKILLS
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Armor Check Penalty -2
Skill Ranks Per Level 1
Legend:
-*Armor Check Penalty Applied.
-Class Skills.
-Skill can only be used Trained.
Acrobatics* +1
Appraise -2
Bluff +5
Climb* -5
Craft -2
Diplomacy +5
Disable Device* +1
Disguise +5
Escape Artist* +1
Fly* +1
Handle Animal +5
Heal +0
Intimidate +5
Knowledge (Arcana) -2
Knowledge (Dungeoneering) -2
Knowledge (Engineering) -2
Knowledge (Geography) -2
Knowledge (History) -2
Knowledge (Local) -2
Knowledge (Nature) -2
Knowledge (Nobility) -2
Knowledge (Planes) -2
Knowledge (Religion) -2
Linguistics -2
Perception +0
Perform +5
Profession +4 (1 Rank)
Ride* +1
Sense Motive +0
Sleight of Hand* +1
Spellcraft -2
Stealth* +5
Survival +0
Swim* -5
Use Magic Device +9 (1 Rank)
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TRAITS AND FEATS
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Gnome Racial Traits
Ability Score Racial Traits: Gnomes are physically weak but surprisingly hardy, and their attitude makes them naturally agreeable. They gain +2 Constitution, +2 Charisma, and –2 Strength.
Size: Gnomes are Small creatures and thus gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their Combat Maneuver Bonus and Combat Maneuver Defense, and a +4 size bonus on Stealth checks.
Base Speed: Gnomes have a base speed of 20 feet.
Languages: Gnomes begin play speaking Common, Gnome, and Sylvan. Gnomes with high Intelligence scores can choose from the following: Draconic, Dwarven, Elven, Giant, Goblin, and Orc.
Illusion Resistance: Gnomes gain a +2 racial saving throw bonus against illusion spells and effects.
Nosophobia: Gnomes are humanoid, rather than fey, and are therefore not particularly susceptible to the Darkblight contagion afflicting the fey of the Fangwood. Nevertheless, many gnomes grow up fearing its taint and are obsessive about training their bodies to stave off illness of all kinds. These gnomes gain a +4 bonus on Fortitude saves against disease and poison, including magical diseases. This racial trait replaces obsessive.
Low-Light Vision: Gnomes can see twice as far as humans in conditions of dim light.
Weapon Familiarity: Gnomes treat any weapon with the word “gnome” in its name as a martial weapon.
Dirty Trickster: All gnomes love pranks, but some specialize in those improvised during battle. These gnomes gain a +2 racial bonus on dirty trick combat maneuvers. They need not meet the Intelligence requirement to select Combat Expertise, Improved Dirty Trick, and any feat with Improved Dirty Trick as a prerequisite. This racial trait replaces defensive training, hatred, and keen senses.
Faerie Dragon Magic: Some gnomes ally with capricious faerie dragons or share a supernatural kinship with these enigmatic creatures. Gnomes with this trait add 1 to the DCs of saves against the illusion spells they cast. Additionally, a gnome with a Charisma score of 11 or higher can use each of the following spell-like abilities once per day: ghost sound, grease, and silent image. The caster level for these effects is equal to the gnome’s character level. The DC for these spells is equal to 10 + the spell’s level + the gnome’s Charisma modifier. This trait replaces gnome magic
Background Traits
Heirloom Weapon (Combat Maneuver - Longspear, Dirty Trick): You carry a non-masterwork simple or martial weapon that has been passed down from generation to generation in your family.
+2 trait bonus on Dirty Trick when using that specific weapon.
Adopted - Halfling: You were adopted and raised by someone not of your race, and raised in a society not your own.
As a result, you picked up a race trait from your adoptive parents and society, and may immediately select a race trait from your adoptive parents’ race.
Intrepid Volunteer - Dirty Trick: Like many free halflings, you volunteered readily for military service or an adventuring career and met other halflings who showed you how to make up for your small size.
Choose one Strength based skill or one combat maneuver. You can use your Dexterity modifier in place of your Strength modifier to calculate your total modifier for that skill check or combat maneuver check.
Feats
Extra Evolution: Your eidolon has more evolutions.
Your eidolon’s evolution pool increases by 1.
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SPECIAL ABILITIES
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Weapon and Armor Proficiency:
Summoners are proficient with all simple weapons and light armor. A summoner can cast summoner spells while wearing light armor without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, a summoner wearing medium or heavy armor, or using a shield, incurs a chance of arcane spell failure if the spell in question has a somatic component. A summoner still incurs the normal arcane spell failure chance for arcane spells granted by other classes.
Spells:
A summoner casts arcane spells drawn from the summoner spell list. (The unchained summoner's spell list is different from that presented in the Advanced Player's Guide.) He can cast any spell he knows without preparing it ahead of time.
To learn or cast a spell, a summoner must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a summoner's spell is 10 + the spell level + the summoner's Charisma modifier.
A summoner can cast only a certain number of spells of each spell level each day. His base daily spell allotment is given on Table 1–4: Summoner. In addition, he gains bonus spells per day if he has a high Charisma score.
A summoner's selection of spells is limited. A summoner begins play knowing four 0-level spells and two 1st-level spells of the summoner's choice. At each new summoner level, he gains one or more new spells as indicated on the table below. (Unlike spells per day, the number of spells a summoner knows is not affected by his Charisma score. The numbers on the table below are fixed.)
Upon reaching 5th level, and at every third summoner level thereafter (8th, 11th, and so on), a summoner can choose to learn a new spell in place of one he already knows. In effect, the summoner "loses" the old spell in exchange for the new one. The new spell's level must be the same as that of the spell being exchanged, and it must be at least 1 level lower than the highest-level summoner spell the summoner can cast. A summoner can swap out only a single spell at any given level and must choose whether or not to swap the spell at the same time that he gains new spells known.
A summoner doesn't need to prepare his spells in advance. He can cast any spell he knows at any time, assuming he has not yet used up his allotment of spells per day for the level.
Cantrips:
A summoner learns a number of cantrips, or 0-level spells, as noted on the table below. These spells are cast like any other spell, but they do not consume any slots and may be used again. Cantrips prepared using other spell slots (due to metamagic feats, for example) consume spell slots as normal.
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. Each eidolon has a subtype, chosen when the eidolon is first summoned, that determines its origin and many of its abilities. An eidolon must be within one alignment step of the summoner who calls it (so a neutral good summoner can call a neutral, lawful good, or chaotic good eidolon) and can speak all of his languages. An eidolon is treated as a summoned creature, except it is not sent back to its home plane until reduced to a number of negative hit points equal to or greater than its 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's hit points are unchanged from the last time it was summoned. 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 function 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 gains 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.
The eidolon's physical appearance is up to the summoner, but it always appears as some sort of fantastical creature appropriate to its subtype. This control is not fine enough to make the eidolon appear like a specific creature. The eidolon also bears a glowing rune that is identical to a rune that appears on the summoner's forehead as long as the eidolon is summoned. While this rune can be hidden through mundane means, it cannot be concealed through magic that changes appearance, such as alter self or polymorph (although invisibility does conceal it as long as the spell lasts).
Life Link (Su):
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, as a reaction to the damage, the summoner can sacrifice any number of hit points he has without using an action. Each hit point sacrificed in this way prevents 1 point of damage dealt 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 climb to the levels indicated and eventually returns to normal.
Summon Monster (Sp):
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 on this ability uses up the same power that the summoner uses to call his eidolon. As a result, he can use this ability only 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 1 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 from this spell-like ability immediately ends. These summon spells are considered to be part of the summoner's spell list for the purposes of spell trigger and spell completion items. In addition, the summoner 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.