Race |
HP 24/24 | AC: 16 | T: 12 | FF: 14 | Fort +3 | Ref: +3 | Will: +2 | Init +2 | Perception -2 | Darkvision | JIO: HP 19/19 | Fort +2 | Ref: +6 | Will: +3 | Init +3 | Perception +6 | Darkvision |
Gender |
Male Ganzi Unchained Summoner (Protean Eidolon) |
About Warrin
Warrin
Male ganzi unchained summoner 3 (Pathfinder Campaign Setting: Distant Shores 22, Pathfinder Unchained 25)
CN Medium outsider (native)
Init +2; Senses darkvision 60 ft.; Perception -2
Defense
AC 16, touch 12, flat-footed 14 (+4 armor, +2 Dex)
hp 24 (3d8+6)
Fort +3, Ref +3, Will +2; +2 racial bonus vs. spells of the polymorph subschool, +2 vs. [electricity] effects or that deal electricity damage
Resist acid 5, electricity 5, sonic 5
Offense
Speed 30 ft.
Melee dagger +1 (1d4-1/19-20) or
morningstar +1 (1d8-1)
Ranged light crossbow +4 (1d8/19-20)
Summoner (Unchained) Spell-Like Abilities (CL 3rd; concentration +7)
7/day—summon monster II
Summoner (Unchained) Spells Known (CL 3rd; concentration +7)
1st (4/day)—daze monster (DC 15), life conduit[UC], lesser rejuvenate eidolon[APG], unfetter[APG] (DC 15)
0 (at will)—acid splash, detect magic, guidance, mage hand, message, read magic
Statistics
Str 9, Dex 14, Con 14, Int 12, Wis 7, Cha 19
Base Atk +2; CMB +1; CMD 13
Feats Skill Focus (Use Magic Device), Storm-lashed[ISWG]
Traits indomitable faith, magical knack
Skills Knowledge (history) +7, Knowledge (nature) +7, Sense Motive +0, Survival +0, Swim +0, Use Magic Device +15; Racial Modifiers +2 Sense Motive, +2 Survival
Languages Common, Polyglot
SQ bond senses (3 rounds/day), eidolon (unchained), life link, maelstrom resistance, quibble
Combat Gear wand of cure light wounds, wand of mage armor (50 charges), wand of magic missile;
Other Gear lamellar (leather) armor[UC], dagger, light crossbow, morningstar, masterwork backpack[APG], masterwork tool, wrist sheath, spring loaded (2), 3,316 gp
Special Abilities
Bond Senses (3 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 (Unchained) Can summon a powerful aspect of an outsider.
Energy Resistance, Acid (5) You have the specified Energy Resistance against Acid attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Energy Resistance, Sonic (5) You have the specified Energy Resistance against Sonic attacks.
Life Link (Su) Damage that dismisses Eidolon can be taken by you. It weakens if not in 100 ft.
Maelstrom Resistance +2 racial bonus on saving throws against polymorph subschool spells.
Quibble (immediate action, 30 feet, 1/day, DC 15) Force 1 target in range to reroll d20, forcing it to take second result. If unwilling, make save.
Storm-Lashed Ignore many of the effects of bad weather.
Summon Monster II (7/day) (Sp) Standard action summon lasts minutes, but only 1 active at a time and can't use with eidolon.
--------------------------------------------------------------------
Jio
Serpentine
CN Medium outsider (protean)
Init +3; Senses darkvision 60 ft.; Perception +6
Defense
AC 17, touch 13, flat-footed 14 (+3 Dex, +4 natural)
hp 19 (3d10+3)
Fort +2, Ref +6, Will +3
Defensive Abilities evasion; Resist acid 5
Offense
Speed 20 ft., climb 20 ft.
Melee bite +6 (1d8+1), tail slap +1 (1d6 plus grab)
Ranged greenwood composite longbow +7 (1d8+1/×3)
Statistics
Str 13, Dex 17, Con 13, Int 7, Wis 10, Cha 11
Base Atk +3; CMB +4 (+8 grapple); CMD 17 (can't be tripped)
Feats Martial Weapon Proficiency (longbow), Weapon Finesse
Skills Acrobatics +9 (+11 to balance, +5 to jump), Climb +10, Fly +7, Perception +6, Sense Motive +4, Sleight of Hand +7, Stealth +7, Swim +5
Languages Common
SQ evolution: grab
Other Gear greenwood composite longbow (+1 Str)
Special Abilities
Climb (20 feet) You have a Climb speed.
Darkvision (60 feet) You can see in the dark (black and white only).
Energy Resistance, Acid (5) You have the specified Energy Resistance against Acid attacks.
Evasion (Ex) If succeed on Reflex save for half dam, take none instead.
Evolution: Grab Gain the grab evolution, applied to any attack.
Grab (Medium) (Ex) You can start a grapple as a free action if you hit with the designated weapon.
Tail (Ex) Tail grants +2 Acrobatics checks for balance.
Evolution: Limbs (arms) Add two arms.