About "The Twin"Male Half Elf Unchained Story Summoner 2
Harrow Card Tattoos:
Forehead - The Twin (N of Charisma) Back of Head (Under Hair) - The Hidden Truth (LG of Intelligence) Back of Neck - The Queen Mother (LN of Wisdom) Right Shoulder - The Mountain Man (CN of Constitution) Back (On Spine) - The Brass Dwarf (LN of Constitution) Heart - The Teamster (N of Constitution) Right Breast - The Fiend (LE of Strength) Hands - The Crows (NE of Dexterity) Right Hip - The Courtesan (CN of Charisma) Defense::
AC 17, touch 13, flat-footed 14 (+4 armor, +3 Dex) HP 17 (2d8+4) Fort +2, Ref +3, Will +2 Defensive Abilities Offense::
Speed 30 ft. Melee Weapon: +1 Dagger +3 (1d4+2 | 19-20/x2) Ranged Weapon: +1 Dagger +5 (1d4+2 | 19-20/x2) Spells::
Summoner - CL 2 0th: [5 Known] Prestidigitation, Detect Magic, Detect Poison, Light, Read Magic 1st: 2+1/day [3 Known] Mage Armor, Lesser Rejuvenate Eidolon, Ventriloquism Statistics::
Str 12, Dex 16, Con 14, Int 10, Wis 8, Cha 14 Base Attack +1; CMB +2; CMD 15 Feats: Arcane Strike Bonus Feats: Skill Focus(Kn. Arcana) Skills (8 Ranks) Knowledge(Arcana) [2] +8; Knowledge(Religion) [1] +4; Perception [1] +2; Spellcraft [2] +5 Languages Common, Kitsune, Tien, Varisian Traits Racial Traits Elven Immunities: Half-elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects; Adaptability: Half-elves receive Skill Focus as a bonus feat at 1st level; Keen Senses: Half-elves receive a +2 racial bonus on Perception checks; Low-Light Vision: Half-elves can see twice as far as humans in conditions of dim light; Elf Blood: Half-elves count as both elves and humans for any effect related to race; Arcane Training: Half-elves occasionally seek tutoring to help them master the magic in their blood. Half-elves with this racial trait have only one favored class, and it must be an arcane spellcasting class. They can use spell trigger and spell completion items for their favored class as if one level higher (or as a 1st-level character if they have no levels in that class). Combat Gear Harrow Deck (3 cards missing), Daggers (x5), Chain Shirt, Straightjacket, +1 Dagger Other Gear Backpack, Light Blanket Special Abilities::
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. 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.
Summon Monster I (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. Storykin Eidolon: Unlike most eidolons, a story summoner's eidolon cannot touch or attack creatures warded by protection from evil and similar effects that prevent contact with summoned creatures. As a standard action while his eidolon is summoned, the story summoner can draw a random card from a complete harrow deck he owns.
Bond Senses (Su): 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 maximum 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.
Starfall (Eidolon - Protean Subtype):
Serpentine beings of pure chaos, proteans seek to reshape reality. Protean eidolons appreciate creative summoners who often rebuild their forms and make liberal use of the transmogrify spell. Beyond that, protean eidolons are happy to work with their summoners for any purpose, though they are quick to remind their summoners that while they have a mutually beneficial relationship, they are not servants. Alignment: Chaotic neutral. Base Form: Serpentine (bite, grab [bite], tail, tail slap). Base Evolutions: At 1st level, protean eidolons gain the resistance (acid) evolution as well as the grab evolution, tied to an attack type of the summoner's choice. Whenever the summoner changes the protean eidolon's evolutions, he can also change the attack type for grab. At 4th level, protean eidolons gain electricity resistance 10 and sonic resistance 10. At 8th level, protean eidolons gain the constrict evolution. At 12th level, protean eidolons gain DR 5/lawful. They also gain the blindsense evolution and the ability to fly without wings with perfect maneuverability, as the flight evolution with 4 points spent. Starting Statistics: Size Medium; Speed 20 ft., climb 20 ft.; AC +2 natural armor; Saves Fort (poor), Ref (good), Will (good); Attack bite (1d6), tail slap (1d6); Ability Scores Str 13, Dex 17, Con 13, Int 7, Wis 10, Cha 11. Hit Dice: 2d8+2[FCB]; BAB: +2; Good Saves: +3; Poor Saves: +0; Skill Points: 8; Feats: 1; Armor Bonus: +2; Str/Dex Bonus: +1; Evolution Pool: 2; Max Attacks: 3; Evolutions (2 points): Reach (Bite); Skilled (Kn. Religion) Skills (8): Perception* +5 [2]; Sense Motive* +5 [2]; Kn. Religion +8 [2]; Stealth* +8 [2]
Feats (1): Weapon Finesse
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