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Name: Traven Age: 27 Height: 59 Weight: 140lbs.

Languages: Common, Elven, Sphinx, Celestial Alignment: Lawful-Neutral Race: Half-Elf Class: Summoner (Synthesist) [1] Deity: Stat Totals Strength Dexterity Constitution Intelligence Wisdom Charisma AC Total Flat-Footed Touch Initiative Total Health Points Base Temporary Save Totals Fortitude Reflex Will Attack Bonus BAB Strength Weapon Focus (Setsukon) Weapon Quality Total Attack Options Standard Base Form 8 (-1) 10 (+0) 12 (+1) 14 (+2) 19 (+4) 16 (+3) Base Form 10 10 10 Base Form +4 Base Form 9 --------------Base Form 1 0 6 Base Form +0 -1 Fused 14 (+2) 14 (+2) 13 (+1) 14 (+2) 19 (+4) 16 (+3) Fused 16 14 12 Fused +6 Fused 9 11 Fused 3 2 6 Fused +1 +2

Traits: Alabaster Outcast (Campaign): +1 trait bonus on Diplomacy and Intimidate made within Magnimar. Additionally, start play with a Nobles Outfit, Signet ring, and non magical item of 200 gold worth or less (Puzzle box ~200 gold). Extremely Fashionable: Whenever you are wearing clothing and/or jewelry worth at least 150 gold (and not otherwise covered in gore, sewage, or other things that mar your overall look), you gain a +1 trait bonus on Bluff, Diplomacy, and Intimidate checks. One of these skills (My choice: Diplomacy) is a class skill for you. Feats: Skill Focus (Perception) [Racial] Improved Initiative [1st Level] Skills Perception Base Form 10 (+2 Racial, +4 Wisdom, +1 Rank, +3 Skill Focus) 8* (+1 Trait*, +3 Charisma, +1 Rank, +3 Class Skill) 5* (+1 Trait*, +3 Charisma, +1 Rank) 7 (+3 Charisma, +1 Rank, +3 Class Skill) Fused 10 (+2 Racial, +4 Wisdom, +1 Rank, +3 Skill Focus) 8* (+1 Trait*, +3 Charisma, +1 Rank, +3 Class Skill) 6* (+1 Trait*, +3 Charisma, +1 Rank) 7 (+3 Charisma, +1 Rank, +3 Class Skill)

Diplomacy

Intimidate Use Magic Device

+0 Base Form Sansetsukon: +0 (1d10 1920x2)

+3 Fused Sansetsukon: +3 (1d10 1920x2) OR Bite: +3 (1d6 x2) Sansetsukon: +3 (1d10 1920x2) Bite: -2 (1d6 x2)

*Under specific circumstances. See bonuses for details. Special Abilities: Elven Immunities: Half-elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects. Keen Senses: Half-elves receive a +2 racial bonus on Perception checks. Low-Light Vision: Half-Elves can see twice as far as humans in conditions of dim light. Elf Blood: Half-elves count as both elves and humans for any effect related to race. Multitalented: Half-elves choose two favored classes at first level and gain +1 hit point or +1

Full

skill point whenever they take a level in either one of those classes. (Summoner and Monk) Fused Eidolon: While fused with his eidolon, the synthesist uses the eidolons Strength, Dexterity, and Constitution, but retains his own Intelligence, Wisdom, and Charisma. The synthesist gains the eidolons hit points as temporary hit points. When these hit points reach 0, the eidolon is killed and sent back to its home plane. The synthesist uses the eidolons base attack bonus, and gains the eidolons armor and natural armor bonuses and modifiers to ability scores. The synthesist also gains access to the eidolons special abilities and the eidolons evolutions. The eidolons temporary hit points can be restored with the rejuvenate eidolon spell. While fused, the synthesist loses the benefits of his armor. He counts as both his original type and as an outsider for any effect related to type, whichever is worse for the synthesist. Spells such as banishment or dismissal work normally on the eidolon, but the synthesist is unaffected. Neither the synthesist nor his eidolon can be targeted separately. The synthesist and eidolon cannot take separate actions. While fused with his eidolon, the synthesist can use all of his own abilities and gear, except for his armor. In all other cases, this ability functions as the summoners normal eidolon ability. Fused Link: Whenever the temporary hit points from his eidolon would be reduced to 0, the summoner can, as a free action, sacrifice any number of his own hit points to prevent the same number of damage. Summon Monster: A summoner can cast summon monster I as a spell-like ability a number of times per day equal to 3 + his Charisma modifier. He can only use this ability when his eidolon is not summoned. He can cast this spell as a standard action and the creatures remain for 1 minute per level. At 3rd level, and every 2 levels thereafter, the power of this ability increases by one 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. A summoner cannot have more than one summon monster or gate spell active in this way at one time. Load Limits Current Light Medium Heavy Base Form 16 lbs. 26 lbs. 53 lbs. 80 lbs. Fused ----------------58 lbs. 116 lbs. 175 lbs.

Scroll of Shield x2 Backpack, Common 2 lbs. Sansetsukon 3 lbs. (1d10, 19-20x2, bludgeoning, blocking, disarm, monk Puzzle Box 1 lb. (Intelligence check, DC 16, Traven receives a +5)

Spells Per Day: Level Level 1 Spells 1st 1+1 2nd 2+1 3rd 3+1 4th 3+1 5th 4+1 Spells Known: Level 1st 2nd 3rd 4th 5th Level 0 Spells 4 5 6 6 6 Level 1 Spells 2 3 4 4 4

Level 2 Spells

1+1 2+1

Level 2 Spells

2 4

Spells Known: 0th: Message Read Magic Mending Acid Splash 1st: Rejuvenate Eidolon Mage Armor

Eidolon: Evolution points: 3 Quadruped Base Form Starting Statistics Size Medium Speed 40 ft. AC:16 (+4 natural armor, +2 dex) Saves Attack: bite (1d6) Ability Scores Str 14 Dex 14 Con 13 Int 7 Wis 10 Cha 11 Free Evolutions bite, limbs (legs) (2). Purchased Evolutions Limbs (arms), Additional Natural Armor +2

Gold: 12 Equipment: Nobles Outfit 10 lbs. Signet Ring

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