Soran (Tournament) Halfling Summoner 4 - CR 3 Chaotic Neutral Humanoid (Halfling); Age: 25; Height: 2' 11 "; Weight: 30lb. Ability
Score
Modifier
12
+1
Temporary
STRENGTH
DEX DEXTERITY
CON CONSTITUTION
INT INTELLIGENCE
WIS WISDOM
CHA CHARISMA
Saving Throw
16
+3
14
+2
10
0
12
+1
18
+4
Total
FORTITUDE
+4 =
(CONSTITUTION)
Base
Ability
Resist
Misc
+1
+2
+1
+3
+1
Temp
Notes
Fearless: +2 vs. fear
REFLEX
+5 =
(DEXTERITY)
+1
Fearless: +2 vs. fear
WILL
+6 =
(WISDOM)
+4
+1
Total
Touch AC
Armor Shield Dex
= 10
CM Bonus
+4
+1
12 +3
CM Defense
Ability
Ranks
+3
DEX (3)
4
INT (0)
2 2 4 -
Temp
14
Size Natur Deflec Dodge Misc
+1
CHA (4) DEX (3) DEX (3) WIS (1) CHA (4) WIS (1) DEX (3) WIS (1) DEX (3) WIS (1) STR (1)
Misc
+3
+1
-1
-
Resilient Eidolon When you are knocked unconscious, fall asleep, or are killed, your eidolon remains with you
Simple Weapon Proficiency - All
BAB
Strength
Dexterity
Size
+3
+1
+3
-1
+3
HP
29
Damage / Current HP
Initiative
+3
Speed
20 / 15 ft
When you wear a type of armor with which you are proficient, the armor check penalty for that armor applies only to Dexterity- and Strength-based skill checks. You make attack rolls with the selected weapon normally.
15 Size
+1 Earth breaker Crit: x3 2-hand, B
Both hands: +6, 1d10+2 Unarmed strike
Main hand: +5, 1d2+1
CHA (4)
Martial Weapon Proficiency (Earth breaker)
Strength
= 10
STR (1)
Feats
BAB
=
CHA (4)
Armor Proficiency (Light)
Flat-Footed AC
Base Attack
Crit: x2 Light, B, Nonlethal
Lamellar (leather) armor
+4
Total
+0 +6 -3 +4 +4 -3 -1 +1 +6 +3 -3 +1 +5 +1 -5
Appraise Bluff Climb Diplomacy Disguise Escape Artist Fly Heal Intimidate Perception Ride Sense Motive Stealth Survival Swim
+1
Fearless: +2 vs. fear
Shield Ally (+2 AC/Saves) (Ex)
16
Acrobatics
Speed less than 30' : -8 jump
STR
AC
Skill Name
Max Dex: +3, Armor Check: -2 Spell Fail: 20%, Light
Proficient with all simple weapons.
Special Abilities Bond Senses (4 rounds/day) (Ex) Starting 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 range to this effect, but the Eidolon Link (Ex) eidolon and the summoner must be on the same plane. The summoner can A summoner hisfree eidolon share a mental link that allows for end this effectand as a action. 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 Fearless connection to his eidolon. As a result, the summoner and his eidolon share +2 racial bonus Fear saves. if the summoner is wearing a ring, his eidolon magic item slots.vsFor example, can wear no more than one ring. In case of a conflict, the items worn by the Life Link (Su) summoner remain and those used by thebond eidolon dormant. Starting at 1st level,active, a summoner forms a close withbecome his eidolon. The eidolonthe must possess the appropriate appendages to utilize magic item. Whenever eidolon takes enough damage to send it back to itsa 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 Share Eidolon (Ex) eidolon.Spells This canwith prevent the eidolon from being sent back to its home plane. 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 mayfeet castof one In addition, the eidolon and the summoner must remain within 100 spells onfor histhe eidolon even if the spells not eidolon affect creatures of100 the another eidolon to remain at fullnormally strength.do If the is beyond eidolon's type (outsider). cast in thisand way must come from the feet but closer than 1,000Spells feet, its current maximum hit point totals are summoner This abilityisdoes not allow the feet eidolon to but share abilities reduced by spell 50%.list. If the eidolon more than 1,000 away closer than that arefeet, not spells, evenand if they function spells. 10,000 its current maximum hitlike point totals are reduced by 75%. If the eidolon isMonster more than 10,000 feet away, it is immediately returned to its Summon II (7/day) (Sp) 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.
Spell-Like Abilities
Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.
Gear
Experience & Wealth
Total Weight Carried: 91.5/97.5lbs, Heavy Load (Light: 32.25 lbs, Medium: 64.5 lbs, Heavy: 97.5 lbs) +1 Earth breaker Artisan's outfit (Free) Lamellar (leather) armor Money
Experience Points: 9000/15000 Current Cash: 3600 GP Reputation: Fame: 8, PP: 8, 100 miles.
7 lbs 12.5 lbs 72 lbs
Tracked Resources Bond Senses (4 rounds/day) (Ex)
Languages Common
Halfling
Spells & Powers Summoner Spell DC: 14 + spell level CL: 4 (vs. SR: +4, Concentration: +8) Melee Touch +5 Ranged Touch +7 Maximum Summoner spells known / per day: 6/*x0; 4/4x1; 2/2x2 Summoner 0: resistance, acid splash, open/close (DC 14), mage hand, light, arcane mark Summoner 1: reduce person (DC 15), shield, mage armor, mount Summoner 2: summon monster ii, create pit (DC 16)
Companions Eidolon, Biped (Claws) - CL3 - CR 3 STR 17 (+3), DEX 13 (+1), CON 13 (+1), INT 7 (-2), WIS 10 (0), CHA 11 (0); Fortitude +4, Reflex +2, Will +3 HP: 20/20; Init: +1; Speed: 30 feet Attack Bonus: +3; Armor Class: 15 / 11 Tch / 14 Fl Acrobatics +4, Intimidate +3, Perception +6, Stealth +7 Claw x2 (Claws) Melee +6 x2 , 1d6+3, x2 Slam (Slam) Melee +6 , 2d6+3, x2 Tentacle (Tentacle) Melee +1 , 1d4+1 plus grab , x2 Unarmed strike Melee +6 , 1d3+3, x2 Special: Darkvision (60 feet), Evasion (Ex), Grab (Medium) (Ex), Improved Grapple, Improved Unarmed Strike
Validation Report Validation Report (0 issues): Nothing identified Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.
Eidolon Biped (Claws) - CL3 - CR 3 Chaotic Neutral Outsider Ability
Score
STR STRENGTH
DEX DEXTERITY
CON CONSTITUTION
INT INTELLIGENCE
WIS WISDOM
CHA CHARISMA
Saving Throw
17
+3
13
+1
13
+1
7
-2
10
0
11
0
Total
FORTITUDE
+4 =
(CONSTITUTION)
Modifier
Base
Ability
+3
+1
REFLEX
+2 =
+1
WILL
+3 =
+3
(DEXTERITY) (WISDOM)
Total
AC
15
Touch AC CM Bonus
Resist
+6
Temp
Notes
+4
Total
Ability
Ranks
Acrobatics Appraise Bluff Climb Diplomacy Disguise Escape Artist Fly Heal Intimidate Perception Ride Sense Motive Stealth Survival Swim
+4 -2 +0 +3 +0 +0 +1 +1 +0 +3 +6 +1 +0 +7 +0 +3
DEX (1)
3 3 3 3 -
17
Strength
Size
Misc
+3
+3
-
-
= 10
Strength
+3
Dexterity
+3
+3 +1
Speed
30 ft
+1
-
HP
20
Crit: x2 Light, B/S Crit: x2 Light, B
Tentacle (Tentacle)
Main hand: +1, 1d4+1 plus grab
DEX (1) WIS (0) CHA (0) WIS (0) DEX (1) WIS (0) DEX (1) WIS (0) STR (3)
Darkvision (60 feet) You can see in the dark (black and white vision only).
Evasion (Ex) If an animal companion is subjected to an attack that normally allows a Reflex saving throw for half damage, it takes no damage if it makes a successful saving throw.
Grab (Medium) (Ex)
Slam (Slam)
Main hand: +6, 2d6+3
DEX (1)
Special Abilities
Size
Claw x2 (Claws)
Main hand: +6, 1d6+3
CHA (0)
Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Damage / Current HP
Initiative
CHA (0)
Improved Unarmed Strike
19 vs. Grapple
Base Attack
STR (3)
Feats
+12 Grappling
CM Defense
CHA (0)
You don't provoke attacks of opportunity when grappling a foe.
14
BAB
BAB
INT (-2)
Crit: x2 Light, B/S
If a creature with this special attack hits with the indicated attack (usually a claw or bite attack), it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity. The creature has the option to conduct the grapple normally, or simply to use the part of its body it used in the grab to hold the opponent. If it chooses to do the latter, it takes a -20 penalty on its CMB check to make and maintain the grapple, but does not gain the grappled condition itself. A successful hold does not deal any extra damage unless the creature also has the constrict special attack. If the creature does not constrict, each successful grapple check it makes during successive rounds automatically deals the damage indicated for the attack that established the hold. Otherwise, it deals constriction damage as well (the amount is given in the creature's descriptive text). Creatures with grab receive a +4 bonus on combat maneuver checks made to start and maintain a grapple. Unless otherwise noted, grab works only against opponents no larger than the same size category as the creature. If the creature can use grab on sizes other than the default, this is noted in the creature's Special Attacks line.
Unarmed strike
Main hand: +6, 1d3+3
Temp
Improved Grapple
Flat-Footed AC =
Skill Name
Size Natur Deflec Dodge Misc
+1 11
Misc
+1
Armor Shield Dex
= 10
Temporary
Crit: x2 Light, B, Nonlethal
Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.
Gear
Experience & Wealth Current Cash: You have no money! Reputation: Fame: 3, PP: 3, 100 miles.
Total Weight Carried: 0/260lbs, Light Load (Light: 86 lbs, Medium: 173 lbs, Heavy: 260 lbs) Money
-
Languages Common
Validation Report Validation Report (0 issues): Nothing identified Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.
Soran (Tournament), Summoner 4 – Spells Acid Splash
Summoner 0
School: Conjuration / Earth Elemental (Creation) [Acid]; Components: V, S; Casting Time : 1 action; Range: Close (25 + 5 ft./2 levels); Effect: One missile of acid; Duration: Instantaneous; Save: None; Resistance: No Orb deals 1d3 acid damage.
Arcane Mark
Summoner 0
School: Universal; Components: V, S; Casting Time : 1 action; Range: Touch; Effect: One personal rune or mark, all of which must fit within 1 sq. ft.; Duration: Permanent; Save: None; Resistance: No Inscribes a personal rune on an object or creature (visible or invisible).
Light
Summoner 0
Create Pit
Summon Monster II
Summoner 0
School: Transmutation; Components: V, S; Casting Time : 1 action; Range: Close (25 + 5 ft./2 levels); Target: One nonmagical, unattended object weighing up to 5 lbs.; Duration: Concentration; Save: None; Resistance: No 5-pound telekinesis.
Open/Close
Summoner 0
School: Transmutation; Components: V, S, F (a brass key); Casting Time: 1 action; Range: Close (25 + 5 ft./2 levels); Target: Object weighing up to 30 lbs. or portal that can be opened or closed; Duration: Instantaneous; Save: DC 14 Will negates (object); Resistance: Yes (object) Opens or closes small or light things.
Resistance
Summoner 0
School: Abjuration; Components: V, S, M/DF (a miniature cloak); Casting Time : 1 action; Range: Touch; Target: Creature touched; Duration: 1 minute; Save: Will negates (harmless); Resistance: Yes (harmless) Subject gains +1 on saving throws.
Mage Armor
Summoner 1
School: Conjuration (Creation) [Force]; Components: V, S, F (a piece of cured leather); Casting Time : 1 action; Range: Touch; Target: Creature touched; Duration: 1 hour/level (D); Save: Will negates (harmless); Resistance: No Gives subject +4 armor bonus.
Mount
Summoner 1
School: Conjuration (Summoning); Components: V, S, M (a bit of horse hair); Casting Time : 1 round; Range: Close (25 + 5 ft./2 levels); Effect: One mount; Duration: 2 hours/level (D); Save: None; Resistance: No Summons riding horse for 2 hours/level.
Reduce Person
Summoner 1
School: Transmutation; Components: V, S, M (a pinch of powdered iron); Casting Time : 1 round; Range: Close (25 + 5 ft./2 levels); Target: One humanoid creature; Duration: 1 min./level (D); Save: DC 15 Fortitude negates; Resistance: Yes Humanoid creature halves in size.
Shield
Summoner 2
School: Conjuration / All Elements (Summoning); Components: V, S, F/DF (a tiny bag and a small candle); Casting Time : 1 round; Range: Close (25 + 5 ft./2 levels); Effect: One summoned creature; Duration: 1 round/level (D); Save: None; Resistance: No Summons extraplanar creature to fight for you.
School: Evocation / Wood Elemental [Light]; Components: V, M/DF (a firefly); Casting Time : 1 action; Range: Touch; Target: Object touched; Duration: 10 min./level; Save: None; Resistance: No Object shines like a torch.
Mage Hand
Summoner 2
School: Conjuration / Earth Elemental (Creation); Components: V, S, F (miniature shovel costing 10 gp); Casting Time : 1 action; Range: Medium (100 + 10 ft./level); Effect: 10-ft.-by-10-ft. hole, 10 ft. deep/2 levels; Duration: 1 round + 1 round/level; Save: DC 16 Reflex negates; Resistance: No Creates an extradimensional pit.
Summoner 1
School: Abjuration / Void Elemental [Force]; Components: V, S; Casting Time : 1 action; Range: Personal; Target: You; Duration: 1 min./level (D) Invisible disc gives +4 to AC, blocks magic missiles.
Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.