Full Name |
Tokh |
Race |
Eidolon |
Classes/Levels |
HP 11/11; AC 13/T/13/FF12; Fort +3/Ref +0/Will +2; Init +1; CMB +4; CMD 15;Per +4; Spd 30ft |
Gender |
Male |
Size |
Medium |
Age |
Uncounted aeons |
Alignment |
LN |
Deity |
Vekaessena See |
Languages |
Common |
Occupation |
Bodyguard, Vek's emotional punching bag |
Strength |
16 |
Dexterity |
12 |
Constitution |
13 |
Intelligence |
7 |
Wisdom |
10 |
Charisma |
11 |
About Tokh
Tokh, Vek's Eidolon is a mess of seemingly inert metallic chitin and moss encrusted carapace. His vaguely insectile/leonine head swivels almost full circle on a broad well muscled neck. His arms possess extra bones creating an extra long reach ending in blade like claws. His slightly hunched stance makes him look roughly man-sized, though he would be slightly taller if standing fully erect. Tokh's feet have both forward and backward facing claws reminiscent of a bird or lizard.
Alignment LN; Outsider
Init +1; Senses Darkvision 60ft
Perception +4
DEFENSE
AC 13, touch 13, flat-footed 12 (+1 Dex, +1 Natural, +0 size)
hp 11 (1d10)
Fort +3; Ref +0; Will +2
Defensive Abilities -
Immune -
OFFENSE
Speed 30 ft.
Melee 2 claws +4, 1d4+3; or slam +4, 1d8+4
Power Attack
2 claws +3, 1d4+6; or slam +3, 1d8+7
Space 5ft., Reach 10ft
STATISTICS
Str 16, Dex 12, Con 13, Int 7 Wis 10, Cha 11
Base Atk +1; CMB +4; CMD 15
Feats Power Attack: You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon.
Skills Knowledge (planes) +2, Perception +4, Sense Motive +4, Stealth 5
SQ
Evolutions:
Free: claws, limbs (arms), limbs (legs).
Pull (Ex) The eidolon gains the ability to pull creatures closer with a successful attack. Select one type of natural attack. Whenever the eidolon makes a successful attack of the selected type, it can attempt a free combat maneuver check. If successful, the target of the attack is pulled 5 feet closer to the eidolon. This ability only works on creatures of a size equal to or smaller than the eidolon. Creatures pulled in this way do not provoke attacks of opportunity. The eidolon must have a reach of 10 feet or more to select this evolution. 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
Reach (Ex) One of an eidolon’s attacks is capable of striking at foes at a distance. Pick one attack. The eidolon’s reach with that attack increases by 5 feet.
Slam (Ex) The eidolon can deliver a devastating slam attack. This attack is a primary attack. The slam deals 1d8 points of damage (2d6 if Large, 2d8 if Huge). The eidolon must have the limbs (arms) evolution to take this evolution. Alternatively, the eidolon can replace the claws from its base form with this slam attack (this still costs 1 evolution point). This evolution can be selected more than once, but the eidolon must possess an equal number of the limbs evolution.
SPECIAL ABILITIES
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 conf lict, 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.