Zbidyx Sbabidix The Great
Gnome Summoner Unchained 5
CG Small Humanoid (Gnome)
Init +4; Perception +1,; DV 60ft
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Defense
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AC 17, touch 12, flat-footed 15 (+2 DEX, +4 Armor, +1 Attunement)
HP 29
Fort +3, Ref +4, Will +6
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Offense
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Speed 25ft
Heavy Crossbow +5 1d10 (19/20x2)
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Statistics
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Str 8, Dex 14, Con 12, Int 14, Wis 12, Cha 18
Base Atk +3; CMB +2; CMD 15
Feats: Extra Evolutions x2 (1,5), Extend Spell (3)
Skills: Lore (Underdark, Protean) +11, Use Magic Device +12 (5r), Knowledge (Planes, Religion, Nature, History, Exploration) +7 (2r/each), Bluff +13 (5r)
Languages Common, Gnome, Aklo, Terran, Protean
Evolutions: 6/6
Gear: Wand of Light Cure (50), Rods of Lesser Silent Metamagic, Mithral Chain Shirt (Masterwork), Heavy Crossbow, Arcanist's Kit, 100 gp.
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Special Abilities
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Darkvision: Some gnome strains have lived in the
underground depths for so long they have given up on light
entirely and gained darkvision with a range of 60 feet. This
racial trait replaces low-light vision and keen senses.
Eternal Hope: Gnomes rarely lose hope and are always
confident that even hopeless situations will work out.
Gnomes with this racial trait receive a +2 racial bonus on
saving throws against fear and despair effects. Once per day,
after rolling a 1 on a d20, the gnome may reroll and use the
second result. This racial trait replaces defensive training
and hatred.
Gnome Magic: Gnomes add +1 to the DC of any saving
throws against illusion spells that they cast. Gnomes
with Charisma scores of 11 or higher also gain the
following spell-like abilities: 1/day—dancing lights,
ghost sound, prestidigitation, and speak with
animals. The caster level for these effects is equal
to the gnome’s level. The DC for these spells is equal to
10 + the spell’s level + the gnome’s Charisma modifier.
Illusion Resistance: Gnomes gain a +2 racial saving throw bonus against illusion spells and effects.
Automatic Bonus Progression:
- Resistance +1
- Armor Attunement +1
Traits:
Excitable (Gnome-Combat): +2 Initiative
Fast Talker (Social): You gain a +1 trait bonus on Bluff checks, and Bluff is always a class skill for you.
Life Link (Su): At 1st level, a summoner forms a close
bond with his eidolon. Whenever the eidolon takes enough
damage to send it back to its home plane, as a reaction to
the damage, the summoner can sacrifice any number of
hit points he has without using an action. Each hit point
sacrificed in this way prevents 1 point of damage dealt to
the eidolon. This can prevent the eidolon from being sent
back to its home plane.
Summon Monster I (Sp): At 1st level, a summoner can
cast summon monster I as a spell-like ability a number of
times per day equal to 3 + his Charisma modifier. Drawing
on this ability uses up the same power that the summoner
uses to call his eidolon. As a result, he can use this ability only when his eidolon is not summoned. He can cast this
spell as a standard action, and the creatures remain for
1 minute per level (instead of 1 round per level). At 3rd level,
and every 2 levels thereafter, the power of this ability
increases by 1 spell level, allowing him to summon more
powerful creatures (to a maximum of summon monster IX at
17th level). At 19th level, this ability can be used as gate or
summon monster IX. If used as gate, the summoner must pay
any required material components. A summoner cannot
have more than one summon monster or gate spell active
in this way at one time. If this ability is used again, any
existing summon monster or gate from this spell-like ability
immediately ends. These summon spells are considered
to be part of the summoner’s spell list for the purposes of
spell trigger and spell completion items. In addition, the
summoner can expend uses of this ability to fulfill the
construction requirements of any magic item he creates,
so long as he can use this ability to cast the required spell.
Bond Senses (Su): At 2nd level, a summoner can, as a
standard action, share the senses of his eidolon, hearing,
seeing, smelling, tasting, and touching everything the
eidolon does. He can use this ability a number of rounds
per day equal to his summoner level. There is no maximum
range to this effect, but the eidolon and the summoner
must be on the same plane. The summoner can end this
effect as a free action.
Shield Ally (Ex): At 4th level, whenever a summoner is
within his eidolon’s reach, the summoner gains a +2 shield
bonus to his Armor Class and a +2 circumstance bonus on his saving throws. This bonus does not apply if the eidolon
is grappled, helpless, paralyzed, stunned, or unconscious.
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Spells
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Spell Like Abilities 1/day each (CL 5, DD 14/15)
dancing lights,
ghost sound, prestidigitation, and speak with
animals
Spells Known:
0: daze, detect magic, light, mage hand, open/close, read magic,
1st: Enlarge Personn, Ray of Sickening, Daze Monster, Protection from Evil
2st: Invisibility, Detect Thougth, Evolution Surge (Lesser)
Spells/Day
1: 4+1=5
2: 2+1=3
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Companion: Father Sullivan
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CN Large Extraplanar (Protean)
Init +3; Perception +4, Scent, DV 60ft
Climb 20ft, Speed 20ft
Defense
AC 21, Touch 14, flat-footed 18 (+3 Dex, +4 Natural, +4 Armor, -1 Size, +1 Deflection)
hp 42 (4d10+12+5)
Fort +2, Ref +7, Will +5
Offense
Bite+1 +8 1d8+5 (Grab) x2
Tail Snap +2 1d8+4 x2
Statistics
Str 18, Dex 16, Con 16, Int 7, Wis 10, Cha 11
Base Atk +4; CMB +7 (+11 Grab); CMD 21
Feats Skill Focus (Intimidation), Power Attack
Skills Perception +4 (4r), Survival +4(4r), Intimidation +7(4r), Stealth +1 (2r), Swim +6(2r),
Special
Automatic Bonus Progression:
- Weapon Attunement (Bite) +1
- Deflection +1
Darkvision (Ex): The eidolon has darkvision with a range
of 60 feet.
Link (Ex): A summoner and his eidolon share a mental
link that 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 use a magic item.
Share Spells (Ex): The summoner can 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 can 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.
Evasion (Ex): If the eidolon is subjected to an attack that
normally allows a Ref lex save for half damage, it takes no
damage if it succeeds at its saving throw.
Evolutions:
Resistances (Free): Acid 10, Sonic 10, Electricity 10.
Grab (Ex-Free-Bite): The eidolon becomes adept at grappling foes,
gaining the grab ability. Select one of the following attacks:
bite, claw, pincers, slam, tail slap, or tentacle. Whenever
the eidolon makes a successful attack of the selected type,
it can attempt a free combat maneuver check. If successful,
the eidolon grapples the target. This ability works only
on creatures at least one size category smaller than the
eidolon. Eidolons with this evolution gain a +4 bonus on
combat maneuver checks to grapple.
Large (Ex)-4: The eidolon grows in size, becoming Large.
The eidolon gains a +4 bonus to Strength, a +2 bonus to
Constitution, and a +2 bonus to its natural armor. It takes
a –2 penalty to Dexterity. This size change also gives
the creature a –1 size penalty to AC and on attack rolls,
a +1 bonus on combat maneuver checks and to CMD, a
–2 penalty on Fly checks, and a –4 penalty on Stealth checks.
If the eidolon has the biped base form, it also gains a reach
of 10 feet. Any reach evolutions the eidolon possesses are
added to this total.
Magic Attacks (Su-1): The eidolon is infused with magic,
allowing it to treat all of its natural attacks as if they were
magic for the purpose of overcoming damage reduction.
Scent (Ex-1): The eidolon’s sense of smell becomes quite
acute. The eidolon gains the scent special quality, allowing
it to detect opponents within 30 feet by sense of smell. If the
opponent is upwind, the range increases to 60 feet; if the
opponent is downwind, the range drops to 15 feet. Strong
scents can be detected at twice the normal range. Scent
does not allow the eidolon to precisely locate the creature,
only to detect its presence. It can detect the direction as
a move action. The eidolon can pinpoint the creature’s
location if it is within 5 feet. The eidolon can use scent to
track creatures.