Thread: Pathfinder - Souls for Smuggler's Shiv Character Thread

NihilisticImpact said 1st lvl Gnome - Alchemist SaboteurGrenadier HP 10 Attack Melee 2 Attack Range 5 CMB 0 CMD 14 Flat Footed CMD 10 AC 17 Touch AC 15 Flat Footed AC 11 Fort 4 Ref 6 Will 1 Init 6 Weapons Bomb 5 1d63 damage 4 splash Str 12 1 Dex 20 4 Con 14 2 Int 16 3 Wis 12 1 Cha 12 1 Languages Gnome, Common, Sylvan, Draconic, Dwarven, Goblin Skills Appraise, CraftAny, 1 Disable Device, Fly, Heal, 1 Knowledge Arcana, 1 Knowledge Engineering, 1 Perception, Profession, 1 Sleight of Hand, 1 Spellcraft, Survival, Use Magic Device, 1 Stealth Skills Disable Device 9 Knowledge Arcana 7 Knowledge Engineering 10 Perception 5 Sleight of Hand 8 Spellcraft 7 Stealth 9 7 Points Size Small, 1 AC, 1 Attack, -1 CMBCMD, 4 Stealth Speed 20' Languages Common, Gnome, Sylvan Weapon Familiarity Any Gnome weapon is martial Darkvision 60' Master Tinker 1 Disable Device Knowledge Engineering Academician 2 Knowledge Engineering Pyromaniac One lvl higher for BombFire Damage, 1st 2nd, 2nd 3rd Chat 11 1day Dancing Lights, Flare, Prestidigitation, Produce Flame Caster lvl Character lvl DC 10Chalvl Favoured Class Alchemist 12 Bombs BAB - Fort 2 Ref 2 Will 0 Bomb 1d6 ExtractsDay 1st 2 Spells Known5 Detect Secret Doors, True Strike, Cure Light Wounds, Disguise Self, Reduce Person Martial Weapons Proficiency1 Chameleon Mutagen 12Alchemist lvlmin1 to Stealth, Climb Speed 12 base speed. 10 minlvl -2 Str Throw Anything Int to Bomb damage 1 Feat Point Blank Shot 1 attackdamage ranged 30' Traits Bandit 1 Stealth, Class skill Reactionary 2 Init Equipment Cutlass 1d4 18-20x2 S Dagger 1d3 19-20x2 sp 10ft Leather Armour 2 Max Dex 6 Alchemist's Kit Thieves' Tools Hot Weather Outfit 2 Fort warmhot weather Pocketed Scarf 4 Sleight of Hand to conceal small objects Chalkboard Chalk Tobacco Pipe Tobacco Leaf Tindertwigs Bottles of Wine 4sp Click to expand... And then... Lilark said Level 1 Summoner Half-Elf Medium STR 13 1 DEX 15 2 CON 17 3 INT 18 4 WIS 13 1 CHA 18 4 16 2 Adaptability Max HP 12 Initiative 2 Misc AC 13 1 2 Fort Save 3 0 3 Reflex Save 2 0 2 Will Save 2 2 0 Base Attack Bonus 0 CMB 0 2 CMD 0 2 2 Weapons Abilities Heavy Crossbow 1d10 - critx2 1920 - 120 ft. range Eidolon- An eidolon has the same alignment as the summoner that calls it and can speak all of her languages. Eidolons are treated as summoned creatures, except that they are not sent back to their home plane until reduced to a number of negative hit points equal to or greater than their Constitution score. In addition, due to its tie to its summoner, an eidolon can touch and attack creatures warded by protection from evil and similar effects that prevent contact with summoned creatures. A summoner can summon her eidolon in a ritual that takes 1 minute to perform. When summoned in this way, the eidolon hit points are unchanged from the last time it was summoned. The only exception to this is if the eidolon was slain, in which case it returns with half its normal hit points. The eidolon does not heal naturally. The eidolon remains until dismissed by the summoner a standard action. If the eidolon is sent back to its home plane due to death, it cannot be summoned again until the following day. The eidolon cannot be sent back to its home plane by means of dispel magic, but spells such as dismissal and banishment work normally. If the summoner is unconscious, asleep, or killed, his eidolon is immediately banished. The eidolon takes a form shaped by the summoners desires. The eidolons Hit Dice, saving throws, skills, feats, and abilities are tied to the summoners class level and increase as the summoner gains levels. In addition, each eidolon receives a pool of evolution points, based on the summoners class level, that can be used to give the eidolon different abilities and powers. Whenever the summoner gains a level, she must decide how these points are spent, and they are set until she gains another level of summoner. The eidolon also bears a glowing rune that is identical to a rune that appears on the summoners forehead as long as the eidolon is summoned. While this rune can be hidden through mundane means, it cannot be concealed through magic that changes appearance, such as alter self or polymorph although invisibility does conceal it as long as the spell lasts. Life Link- Whenever the eidolon takes enough damage to send it back to its home plane, the summoner can, as a free action, sacrifice any number of hit points. Each hit point sacrificed in this way prevents 1 point of damage done to the eidolon. This can prevent the eidolon from being sent back to its home plane. In addition, the eidolon and the summoner must remain within 100 feet of one another for the eidolon to remain at full strength. If the eidolon is beyond 100 feet but closer than 1,000 feet, its current and maximum hit point totals are reduced by 50. If the eidolon is more than 1,000 feet away but closer than 10,000 feet, its current and maximum hit point totals are reduced by 75. If the eidolon is more than 10,000 feet away, it is immediately returned to its home plane. Current hit points lost in this way are not restored when the eidolon gets closer to its summoner, but its maximum hit point total does return to normal. Summon Monster I Sp- The summoner can cast summon monster I as a spell-like ability a number of times per day equal to 3 her Charisma modifier. Drawing upon this ability uses up the same power as the summoner uses to call her eidolon. As a result, she can only use this ability when her eidolon is not summoned. She can cast this spell as a standard action and the creatures remain for 1 minute per level instead of 1 round per level. Summoner's Call- You have the power to call your eidolon one additional time per day. Also, whenever you summon your eidolon, you may give it a 2 enhancement bonus to it's Strength, Dexterity, or Constitution. This bonus lasts 10 minutes after the summoning ritual is complete. Cantrips Unlimited usesday- Light object shines like a torch, Guidance 1 on one attack roll, saving throw, or skill check, Mending minor repairs on object, OpenClose Opens or closes small or light things Level 1 Spells One useday- Rejuvenate Eidolon, Lesser Heals Eidolon 1d10 1lvl, Mage Armor Gives subject 4 armor bonus Low-Light Vision Elven Immunities Elf-Blood Skills Craft Weaving 8 Handle Animal 8 Knowledge Arcana 8 Knowledge Planes 8 Profession Singing 8 Spellcraft 8 Survival 8 And now we get to the Eidolon, Sahar Level 1 Eidolon Eidolon Medium STR 14 2 DEX 14 2 CON 13 1 INT 7 -2 WIS 10 0 CHA 11 0 Max HP 13 Initiative 2 Misc AC 14 Natural Armor 2 2 Fort Save 3 2 1 Reflex Save 4 2 2 Will Save 0 0 0 Base Attack Bonus 1 CMB 1 2 CMD 1 2 2 Weapons Abilities Bite 1d8 - critx2 Claws 1d6 - critx2 Darkvision Eidolon Evolutions - Bite, Claws, Limbs Legs x2, Improved Damage Bite Ups damage of Bite from 1d6 to 1d8, Improved Damage Claws Ups damage of Claws from 1d4 to 1d6 Link Ex A summoner and his eidolon share a mental link 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 summoners connection to his eidolon. As a result, the summoner and his eidolon share magic item slots. Share Spells Ex The summoner may 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 may cast spells on his eidolon even if the spells normally do not affect creatures of the eidolons type outsider. Spells cast in this way must come from the summoner spell list. Alertness - 2 bonus on Perception and Sense Motive checks Click to expand... And finally... BlitzKeir said Hafaga Greatvein Neutral Good Male Dwarf Fighter STR 19 4 DEX 13 1 CON 19 4 INT 12 1 CHA 7 -2 HP 14 Fortititude save 6 Reflex save 1 Will save 3 Attack bonus 1 Skill ranks per level - 3 Initiative 1 Melee attack 5 4STR 1 Warhammer bonus Ranged attack 2 1DEX 1 Warhammer bonus ranged Warhammer? Rad. AC 18 Armor 5 - Shield 2 - Dex 1 10 WEAPON Warhammer 1d8 - critical threat 20 - crit x3 - bludgeon damage Hatred 1 vs GoblinsOrcs Hardy 1 vs PoisionSpells Proficient in all armor and weapons FEATS- Weapon Focus - Warhammers Power Attack SKILLS Acrobatics 1 Bluff -2 Climb 7 Diplomacy -2 Heal 1 Perception 1 Ride 4 Sense Motive 1 Stealth 1 Swim 7 Equipment 49gp Warhammer Heavy Steel Shield Shortbow arrows 20 Scale Mail Adventurer's kit Grappling hook Rope Pitons 10 Click to expand...