Balazar

Zarzuket 2's page

231 posts. Organized Play character for Qstor.


Full Name

Zarzuket

Race

Summoner 6 HP 47 | AC 14; Touch 11; FF 14 | F +5; R +4; W +7 | CMB +3; CMD 13 | Speed 20 ft | Init +0 | Perc +10| Stealth: +4

Classes/Levels

Summoner (unchained) 6

Gender

male

Size

small

Alignment

Chaotic good

Deity

The Lantern King

Languages

Celestial, Common, Dark Folk, Dwarven, Gnome, Shoanti, Sylvan, Undercommon

Strength 10
Dexterity 10
Constitution 13
Intelligence 14
Wisdom 12
Charisma 20

About Zarzuket 2

Zarzuket
Male gnome unchained summoner 6 (Pathfinder RPG Ultimate Intrigue 71, Pathfinder Unchained 25)
CG Small humanoid (gnome)
Init +0; Senses low-light vision; Perception +10
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Defense
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AC 14, touch 11, flat-footed 14 (+3 armor, +1 size)
hp 47 (6d8+14)
Fort +5, Ref +4, Will +7; +2 vs. illusions
Defensive Abilities defensive training, shield ally
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Offense
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Speed 20 ft.
Melee club +5 (1d4) or
dagger +5 (1d3/19-20)
Ranged mwk light crossbow +6 (1d6/19-20)
Special Attacks hatred, maker's call 1/day
Spell-Like Abilities (CL 6th; concentration +11)
1/day—dancing lights, ghost sound (DC 16), prestidigitation, speak with animals
Summoner (Unchained) Spell-Like Abilities (CL 6th; concentration +11)
8/day—Summon Nature's Ally III
Summoner (Unchained, Fey Caller) Spells Known (CL 6th; concentration +11)
2nd (4/day)—bear's endurance, gird ally, glitterdust (DC 18), summon monster II
1st (6/day)—enlarge person (DC 16), glue seal[ACG], grease, summon monster I
0 (at will)—acid splash, daze (DC 15), detect magic, guidance, light, mage hand
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Statistics
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Str 10, Dex 10, Con 14, Int 14, Wis 12, Cha 20
Base Atk +4; CMB +3; CMD 13
Feats Augment Summoning, Spell Focus (conjuration), Superior Summoning[UM]
Traits deft dodger, seeker
Skills Acrobatics +0 (-4 to jump), Knowledge (arcana) +9, Knowledge (nature) +10, Knowledge (planes) +10, Linguistics +8, Perception +10, Profession (librarian) +6, Spellcraft +9, Survival +5; Racial Modifiers +2 Perception
Languages Celestial, Common, Dark Folk, Dwarven, Gnome, Shoanti, Sylvan, Undercommon
SQ bond senses (6 rounds/day), eidolon (unchained), gnome magic, life link, nature's call
Combat Gear lesser silent metamagic rod, scroll of ant haul, scroll of bull's strength, grease, invisibility, obscuring mist, protection from evil, scroll of summon monster i, wand of lesser rejuvenate eidolon (50 charges), alchemist's fire; Other Gear +1 leather armor, club, dagger, mwk light crossbow, cloak of resistance +1, cracked mossy disk ioun stone, headband of alluring charisma +2, backpack, bedroll, belt pouch, bookbinding tools, flint and steel, mess kit[UE], pot, silk rope (50 ft.), soap, torch (10), trail rations (5), waterskin, 6,348 gp
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Special Abilities
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Augment Summoning Summoned creatures have +4 to Strength and Constitution.
Bond Senses (6 rounds/day) (Su) As a standard action, you can share Eidolon's senses while on same plane.
Defensive Training +4 Gain a dodge bonus to AC vs. monsters of the Giant subtype.
Eidolon (Unchained) 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 (1/day) (Su) Eidolon teleports to an adjacent square, as dimension door.
Nature's Call Instead of summoning creatures from the summon monster list, the fey caller’s summoning spell-like ability summons creatures from the list for the summon nature’s ally spell of the same level. It still follows the other rules and re
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 Nature's Ally III (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

- - - -
Eidolon (Unchained) CR –
Male biped
CG Medium outsider
Init +3; Senses darkvision 60 ft., low-light vision; Perception +7
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Defense
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AC 19, touch 13, flat-footed 16 (+3 Dex, +6 natural)
hp 37 (5d10+10)
Fort +6, Ref +6, Will +4 (+4 morale bonus vs. enchantment spells and effects)
Defensive Abilities evasion
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Offense
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Speed 30 ft., fly 30 ft. (good)
Melee club +7 (1d6+2)
Spell-Like Abilities (CL 5th; concentration +6)
At will—prestidigitation
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Statistics
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Str 15, Dex 17, Con 14, Int 7, Wis 10, Cha 12
Base Atk +5; CMB +7; CMD 20
Feats Alertness, Lightning Reflexes, Skill Focus (Perception)
Skills Diplomacy +9, Disguise +5, Fly +12, Handle Animal +6, Knowledge (nature) +3, Perception +7, Profession (butler) +1, Sense Motive +2, Survival +2, Swim +3, Use Magic Device +22; Racial Modifiers +16 Use Magic Device
Languages Common
SQ devotion, woodland stride
Other Gear club, backpack, bedroll, 27 gp, 9 sp
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Special Abilities
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Darkvision (60 feet) You can see in the dark (black and white only).
Devotion +4 (Ex) +4 morale bonus vs. enchantment effects.
Evasion (Ex) If succeed on Reflex save for half dam, take none instead.
Fly (30 feet, Good) You can fly!
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Woodland Stride (Ex) Move through undergrowth at normal speed.