| Full Name |
Tobias The Shadowy |
| Race |
Fetchling |
| Classes/Levels |
Lv 6 Summoner HP 60/60 Ac14(19) / Penny Hp 40/40 Ac 20(24) (SM3) 7/7 |
| Gender |
Male |
| Size |
6'1 |
| Age |
23 |
| Strength |
10 |
| Dexterity |
16 |
| Constitution |
16 |
| Intelligence |
10 |
| Wisdom |
8 |
| Charisma |
19 |
About Tobias The Shadowy
Tobias
Fetchling summoner (shadow caller) 7 (Pathfinder RPG Advanced Player's Guide 54, Pathfinder RPG Advanced Race Guide 110, Pathfinder RPG Bestiary 2 123)
LE Medium outsider (native)
Init +5; Senses darkvision 60 ft., low-light vision; Perception +1
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Defense
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AC 19, touch 13, flat-footed 16 (+4 armor, +3 Dex, +2 shield)
hp 60 (7d8+28)
Fort +7, Ref +7, Will +6
Defensive Abilities shadow blending, shield ally; Resist cold 5, electricity 5
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Offense
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Speed 30 ft.
Melee light mace +5 (1d6)
Ranged light crossbow +8 (1d8/19-20)
Special Attacks maker's call 1/day
Spell-Like Abilities (CL 7th; concentration +13)
1/day—disguise self
Summoner Spell-Like Abilities (CL 7th; concentration +13)
8/day—summon monster IV
Summoner (Shadow Caller) Spells Known (CL 7th; concentration +13)
3rd (2/day)—fire shield, summon monster IV
2nd (4/day)—glitterdust (DC 18), haste, slow (DC 17), summon monster II
1st (6/day)—mage armor, ray of sickening[UM] (DC 16), reduce person (DC 16), snowball[UW], summon monster I
0 (at will)—acid splash, daze (DC 15), guidance, mage hand, open/close (DC 15), resistance
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Statistics
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Str 10, Dex 16, Con 16, Int 10, Wis 8, Cha 21
Base Atk +5; CMB +5; CMD 18
Feats Augment Summoning, Extra Evolution[UM], Spell Focus (conjuration), Superior Summoning[UM]
Traits arcane temper, reactionary
Skills Handle Animal +9, Perception +1, Ride +9 (+11 to stay in the saddle), Spellcraft +4, Stealth +15; Racial Modifiers +2 Stealth
Languages Common
SQ bond senses (7 rounds/day), eidolon (named Penny), life link, shadow eidolon, shadow summoning
Combat Gear scroll of eagle's splendor, scroll of see invisibility, scroll of shield (CL 3rd), shadow falconer's gloves[UE]; Other Gear haramaki[UC], crossbow bolts (30), light crossbow, light mace, eidolon anchoring harness[UE], headband of alluring charisma +2, bit and bridle, exotic military saddle, saddlebags, spell component pouch, 6,386 gp, 2 sp
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Special Abilities
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Augment Summoning Summoned creatures have +4 to Strength and Constitution.
Bond Senses (7 rounds/day) (Su) As a standard action, you can share Eidolon's senses while on same plane.
Darkvision (60 feet) You can see in the dark (black and white only).
Eidolon Can summon a powerful aspect of an outsider.
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Life Link (Su) Damage that dismisses Eidolon can be taken by you. It weakens if not in 100 ft.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Maker's Call (1/day) (Su) Eidolon teleports to an adjacent square, as dimension door.
Shadow Blending (50% miss chance) (Su) Miss chance in dim light increases to 50%. This does not grant total concealment.
Shadow Eidolon (Sp) Eidolon is a manifestation of your shadow, and you both lack a shadow while it's summoned.
Shadow Summoning (Sp) Summoned creatures have shadow template instead of celestial or fiendish.
Shield Ally (Ex) +2 AC and save when within eidolon's reach.
Spell Focus (Conjuration) Spells from one school of magic have +1 to their save DC.
Summon Monster IV (8/day) (Sp) Standard action summon lasts minutes, but only 1 active at a time and can't use with eidolon.
Superior Summoning When summoning more than one creature, summon an extra one
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Penny CR –
Serpentine
LE Medium outsider
Init +4; Senses darkvision 60 ft., tremorsense 30 ft.; Perception +8
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Defense
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AC 26, touch 14, flat-footed 22 (+4 armor, +4 Dex, +8 natural)
hp 48 (6d10+18)
Fort +4, Ref +9, Will +5 (+4 morale bonus vs. enchantment effects)
Defensive Abilities evasion
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Offense
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Speed 20 ft., climb 20 ft.
Melee unarmed strike +8/+3 (1d3+2) or
bite +8 (1d6+2 plus grab), tail slap +3 (1d6+1)
Space 5 ft.; Reach 5 ft. (10 ft. with bite)
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Statistics
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Str 15, Dex 19, Con 14, Int 7, Wis 10, Cha 11
Base Atk +6; CMB +8 (+14 grapple); CMD 22 (24 vs. grapple, can't be tripped)
Feats Improved Grapple, Improved Unarmed Strike, Toughness
Skills Acrobatics +5 (+7 to balance, +1 to jump), Bluff +4, Climb +12, Fly +10, Perception +8, Sense Motive +6, Stealth +12, Swim +3
Languages Common
SQ devotion
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Special Abilities
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Climb (20 feet) You have a Climb speed.
Darkvision (60 feet) You can see in the dark (black and white only).
Devotion +4 (Ex) +4 morale bonus on Will saves vs. enchantment effects.
Evasion (Ex) No damage on successful reflex save.
Grab (Medium) (Ex) You can start a grapple as a free action if you hit with the designated weapon.
Improved Grapple You don't provoke attacks of opportunity when grappling a foe.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Tremorsense (30 feet) Sense creatures and objects in contact with ground or water.
Trip (Ex) You can make a trip attempt on a successful attack.