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.

Soran (Tournament) 4.pdf

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