About Wembly TempletonWembly Templeton
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[Dice=+1 good longbow]1d20+12 [/dice] for [dice=dmg]1d8+6 [/dice]
[Dice=+1 scimitar, con]1d20+13+2 [/dice] for [dice=dmg]1d6+8+2 [/dice]
Defense:
AC 22, touch 14, flat-footed 19 (+6 armor, +3 Dex, +2 shield, +1 size) hp 84 (9d8+36) Fort +10, Ref +10, Will +10; +2 vs. illusions Defensive Abilities defensive training, shield ally (-4 AC without) Offense:
Speed 20 ft. (15 ft. in armor) Melee dagger +6/+1 (1d3-1/19-20) or . . spear +6/+1 (1d6-1/×3) Ranged light crossbow +10 (1d6/19-20) Special Attacks hatred, maker's call 1/day, transposition Spell-Like Abilities (CL 9th; concentration +15) . . 1/day—dancing lights, ghost sound (DC 17), prestidigitation, speak with animals Summoner Spell-Like Abilities (CL 9th; concentration +15) . . 9/day—summon monster V Summoner Spells Known (CL 9th; concentration +15) Xxx. . 3rd (4/day)—black tentacles, evolution surge[APG] (DC 19), heroism, spiked pit[APG] (DC 20) Xxxxx. . 2nd (6/day)—barkskin, glitterdust (DC 19), haste, invisibility Xx. . 1st (7/day)—expeditious retreat, grease, mage armor, mount, lesser rejuvenate eidolon[APG] . . 0 (at will)—acid splash, detect magic, guidance, light, mage hand, read magic Statistics:
Str 8, Dex 16, Con 17, Int 12, Wis 10, Cha 22 Base Atk +6; CMB +4; CMD 17 Feats Augment Summoning, Combat Casting, Extra Evolution[UM], Spell Focus (conjuration), Vigilant Eidolon[UM] Traits dangerously curious, rapscallion Skills Acrobatics +0 (-8 to jump), Diplomacy +8, Escape Artist +1, Fly +7, Handle Animal +10, Knowledge (engineering) +5, Knowledge (history) +10, Knowledge (local) +5, Knowledge (nature) +5, Knowledge (planes) +5, Linguistics +5, Perception +14, Profession (architect) +7, Ride +4, Spellcraft +5, Survival +0 (+2 to avoid becoming lost), Use Magic Device +19; Racial Modifiers +2 Perception, +2 Profession (architect) Languages Common, Draconic, Gnome, Sylvan, Thassilonian SQ bond senses (9 rounds/day), eidolon (named Whiskers), gnome magic, life link Languages Common, Draconic, Gnome, Sylvan, Thassilonian *with Scholar ring can read any language!!! Current Purchases:
Equipment:
Combat Gear lesser extend metamagic rod, oil of bless weapon, potion of fly, snapleaf[UE], wand of cure light wounds, wand of mage armor (50 charges), acid, air crystal (2), weapon blanch (silver)[APG]; Ring of Summoning Affinity (Agathion) Other Gear +1 lamellar (leather) armor[UC], crossbow bolts (10), dagger, light crossbow, spear, belt of physical might +2 (Dex, Con), boots of the cat[UE], cloak of resistance +3, eyes of the eagle, handy haversack, headband of alluring charisma +2, wayfinder[ISWG], earplugs[APG], hemp rope (50 ft.), journal[UE], smoked goggles[APG], string or twine[APG], wrist sheath[UE] (2), 474 pp, 10 gp, 9 sp, 6 cp Adamantine morningstar (med) Purchase: Wand Endure Elements 50-2 Clw wand 27 Special Abilities:
Augment Summoning Summoned creatures have +4 to Strength and Constitution. Bond Senses (9 rounds/day) (Su) As a standard action, you can share Eidolon's senses while on same plane. Combat Casting +4 to Concentration checks to cast while on the defensive. Defensive Training +4 Gain a dodge bonus to AC vs. monsters of the Giant subtype. Eidolon Can summon a powerful aspect of an outsider. Gnome Magic Add 1 to the DCs of any saving throws to resist illusion spells cast. Hatred +1 Gain a bonus to attack vs. goblinoid/reptilian humanoids. 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/Transposition (1/day) (Su) Eidolon teleports to an adjacent square or you switch places, as dimension door. 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 V (9/day) (Sp) Standard action summon lasts minutes, but only 1 active at a time and can't use with eidolon. Transposition (Su) Use maker's call to swap locations with eidolon. Vigilant Eidolon +4 Bonus on Perception checks when your eidolon is within arm's reach, conscious, and not helpless ------
Evolved Whiskers:
Whiskers CR – Quadruped N Large outsider Init +2; Senses darkvision 60 ft., scent; Perception +11 -------------------- Defense -------------------- AC 27, touch 11, flat-footed 25 (+4 armor, +2 Dex, +12 natural, -1 size) hp 80 (7d10+42) Fort +12, Ref +9, Will +4 (+4 morale bonus vs. enchantment effects) Defensive Abilities evasion -------------------- Offense -------------------- Speed 40 ft., fly 40 ft. (average) Melee bite +17 (1d8+12), 2 claws +17 (1d8+8) Space 10 ft.; Reach 5 ft. Special Attacks pounce, rake (2 claws +17, 1d8+8) -------------------- Statistics -------------------- Str 26, Dex 14, Con 20, Int 7, Wis 10, Cha 11 Base Atk +7; CMB +18; CMD 28 Feats Death From Above[UC], Toughness, Weapon Focus (bite), Weapon Focus (claw) Skills Acrobatics +8 (+12 to jump), Appraise +0, Bluff +2, Climb +14, Diplomacy +2, Disguise +2, Escape Artist +4, Fly +9, Heal +2, Intimidate +2, Perception +11, Ride +4, Sense Motive +2, Stealth +8, Survival +3, Swim +14 Languages Common SQ devotion Combat Gear cold iron crossbow bolts (50); Other Gear dire collar[ACG], animal harness[APG], pathfinder's kit[UE], riding kit[UE] -------------------- Special Abilities -------------------- Darkvision (60 feet) You can see in the dark (black and white only). Death from Above Gain +5 bonus on attack rolls when charging from higher ground or flying Devotion +4 (Ex) +4 morale bonus on Will saves vs. enchantment effects. Evasion (Ex) No damage on successful reflex save. Fly (40 feet, Average) You can fly! Pounce (Ex) You can make a full attack as part of a charge. Scent (Ex) Detect opponents within 15+ ft. by sense of smell. --------------------- Eidolon Whiskers:
Whiskers CR – Quadruped N Medium outsider Init +3; Senses darkvision 60 ft., scent; Perception +9 -------------------- Defense -------------------- AC 27, touch 13, flat-footed 24 (+4 armor, +3 Dex, +10 natural) hp 66 (7d10+28) Fort +8, Ref +8, Will +2 (+4 morale bonus vs. enchantment effects) Defensive Abilities evasion -------------------- Offense -------------------- Speed 40 ft., fly 40 ft. (good) Melee bite +12 (1d6+6), 2 claws +12 (1d6+4) Special Attacks pounce, rake (2 claws +12, 1d6+4) -------------------- Statistics -------------------- Str 18, Dex 16, Con 16, Int 7, Wis 10, Cha 11 Base Atk +7; CMB +11; CMD 24 Feats Death From Above[UC], Toughness, Weapon Focus (bite), Weapon Focus (claw) Skills Acrobatics +7 (+11 to jump), Climb +8, Fly +14, Perception +9, Stealth +11, Survival +1, Swim +8 Languages Common SQ devotion Combat Gear cold iron crossbow bolts (50); Other Gear dire collar[ACG], animal harness[APG], pathfinder's kit[UE], riding kit[UE] -------------------- Special Abilities -------------------- Darkvision (60 feet) You can see in the dark (black and white only). Death from Above Gain +5 bonus on attack rolls when charging from higher ground or flying Devotion +4 (Ex) +4 morale bonus on Will saves vs. enchantment effects. Evasion (Ex) No damage on successful reflex save. Fly (40 feet, Good) You can fly! Pounce (Ex) You can make a full attack as part of a charge. Scent (Ex) Detect opponents within 15+ ft. by sense of smell. --------------------
Wembly is young for a gnome. He is casually dressed, in clothes that do not seem to fit, and maybe have been slept in more than once too often. His hair is badly in need of a comb, but he seems oblivious to his appearance while his eyes dart back and forth from his strange green cat, to the sky and back. His mind is definitely not focused on the here and now, as he smiles caught in his own thoughts. background:
Wembly was born to a couple of middle class artisans. He grew up in a good-sized settlement of gnomes bear the Sanos Forest. His father provided research equipment to Ignizi, a Pathfinder in the forest. Wembly had blood on his hands since youth, when he first took the life of a kobold. Whether this act repulsed him or gave him the drive to be an adventurer is still debatable.It was definitely was a formative experience in the young gnomes life. The bond with his eidolon first manifested when he saw forest creatures in danger and was unable to help. His feeling of desperation and frustration at the limits of his own form attracted the eidolon—whether or not it was able to help in that moment. This need to exceed his own limitations continues to manifest in the evolution of his eidolon. He eventually joined the Pathfinder Society as he did not fit in with the fey of the forest and seeks understanding of how gnomes arrived in Golarion in the first place. Still in the early part of my career with the Society. My few missions have involved hunting down the accursed Chelaxian pirate Darsielle Du Moire’s on his much sought ship, the Hydra’s Fang. I have also had a role in uncovering a cult of Groteus attempting to overthrow Cassomir from beneath.
-------------------- PFS Tracking -------------------- Wembly gulps hard. "Whiskers, I am not sure fate is still shining upon us. As master Well, as master Ignizi Dinnelletter used to say, 'We must find a way to succeed!' " Adventures:
Personality:
Modeled After: Pokemon kid and Peregin Took. Speech Pattern: Curious. Likes riddles/solving. "Must succeed!" talks to Whiskers more than other party members. Actions: Gets into trouble charging in with Whiskers. will help rescue but not a front-liner. Celestial Dire Lion:
Lion+ [dice=pounce, aug]1d20+12+2+2[/dice] for [dice=bite,smite]1d8+7+5[/dice] grab Lion+ [dice=pounce, aug]1d20+13+2+2[/dice] for [dice=claw,smite]1d4+7+5[/dice] Lion+ [dice=pounce, aug]1d20+13+2+2[/dice] for [dice=claw,smite]1d4+7+5[/dice] Lion+ [dice=pounce, aug]1d20+13+2+2[/dice] for [dice=rake,smite]1d4+7+5[/dice] Lion+ [dice=pounce, aug]1d20+13+2+2[/dice] for [dice=rake,smite]1d4+7+5[/dice] Hound Archon:
[dice=Mwk Sword]1d20+9+2[/dice] for [dice=dmg]2d6+3+2[/dice] [dice=Mwk Sword]1d20+4+2[/dice] for [dice=dmg]2d6+3+2[/dice] [dice=Melee bite]1d20+3+2[/dice] for [dice=dmg]1d8+2+2[/dice] Hound: AC19, HP51/51 DC10/Evil, SR15 |