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<b>Known Summoner Spells</b> (CL 1st, concentration +5):<br/> | <b>Known Summoner Spells</b> (CL 1st, concentration +5):<br/> | ||
2nd (4/day) - <i>haste</i>, <i>protection from evil, communal</i>, <i>create pit</i>, <i>glitterdust</i><br/> | 2nd (4/day) - <i>haste</i>, <i>protection from evil, communal</i>, <i>create pit</i>, <i>glitterdust</i><br/> | ||
1st (5/day) - <i>enlarge person</i> (DC 15), <i> | 1st (5/day) - <i>enlarge person</i> (DC 15), <i>reduce person</i> (DC 15), <i>mage armor</i> (DC 15), <i>unfetter</i> (DC 15)<br/> | ||
0th (at will) - <i>daze</i> (DC 14), <i>detect magic</i>, <i>guidance</i> (DC 14), <i>mage hand</i>, <i>mending</i> (DC 14), <i>message</i><br/> | 0th (at will) - <i>daze</i> (DC 14), <i>detect magic</i>, <i>guidance</i> (DC 14), <i>mage hand</i>, <i>mending</i> (DC 14), <i>message</i><br/> | ||
Revision as of 18:12, 8 July 2017
Kessler
Male Gnome Master-Summoner 6
NG Small Humanoid (Gnome)
Init +1; Senses Darkvision (60 ft); Perception +2
XP Current: 41385 Next Level: 35000
Personal Gold 9002.5
Summon Monster/day: 9 : Current: 9
DEFENSE
AC 12, touch 12, flat-footed 11 (+1 Dex, +1 size) Current: 16
hp 48 (6d8+12) Current: 24
Fort +4, Ref +3, Will +5
+1 trait bonus on Will saves vs. spells and supernatural abilities of fey creatures, +2 vs. illusion spells or effects
OFFENSE
Speed 20 ft. (4 squares)
Melee morningstar (small) -0 (1d6-2)
Ranged crossbow (heavy) (small) +4 (1d8+1/19-20)(Flaming)
blowgun (small) +3 (1d1)
Face 5 ft. Reach 5 ft.
Base Atk +2; CMB +0; CMD 11
Innate Spell-Like Abilities: dancing lights (1/day), ghost sound (DC 14, 1/day), prestidigitation (DC 14, 1/day), speak with animals (1/day)
Known Summoner Spells (CL 1st, concentration +5):
2nd (4/day) - haste, protection from evil, communal, create pit, glitterdust
1st (5/day) - enlarge person (DC 15), reduce person (DC 15), mage armor (DC 15), unfetter (DC 15)
0th (at will) - daze (DC 14), detect magic, guidance (DC 14), mage hand, mending (DC 14), message
STATISTICS
Str 7 Mod: -2
Dex 12 Mod: +1
Con 14 Mod: +2
Int 14 Mod: +2
Wis 10 Mod: +0
Cha 19 Mod: +4
Feats Armor Proficiency; Light, Simple Weapon Proficiency; Summon Good Creatures, Augment Summons, Superior Summoning
Skills Acrobatics +1, Acrobatics (Jump) -3, Appraise +2, Bluff +6 (1), Climb -2, Craft (Untrained) +2, Diplomacy +10 (4), Diplomacy (Fey) +12 (4), Disguise +5 (1), Escape Artist +1, Fly +3, Handle Animal +8 (1), Intimidate +4, Knowledge (Arcana) +6 (1), Knowledge (Dungeoneering) +8 (1), Knowledge (History) +6 (1), Knowledge (nature) +6 (1), Linguistics +9 (7), Perception +2, Perform (Untrained) +4, Ride +1, Spellcraft +8 (1), Stealth +7 (1), Swim -2, Use Magic Item +11 (4)
Aura Guidance - +1 to any roll, at will
Languages Abyssal, Aquan, Auran, Boggart, Celestial, Common, Draconic, Dwarven, Elven, Giant, Gnome, Goblin, Hallit, Ignan, Infernal, Shadowtongue, Skald, Sylvan, Terran, Varisian
Bandit Cant - if the stink marks the jackal in the den of wolves
SQ Academician, Cantrips, Darkvision, Eidolon, Gnome Magic, Illusion Resistance, Keen Senses, Life Link, Summon Monster, Weapon Familiarity
Gear Masterwork Heavy Crossbow, Heavy Crossbow Bolts (50), Book written in Undercommon, Cologne x14, Wolfbane x5, Mithril Shirt, Ships's Boat, Bag of Holding II
Potions Protection from Evil x2, Comprehend Languages
Magic Items Headband of Alluring Charisma +2, Crossbow Bolts of Flaming x7, Dust of Illusion, Cloak of Resistance +2, Potion: Spider Climb, Wand of Magic Missile CL3: 20 charges, Necklace of Fireballs, Boots of Striding and Springing
Aura Guidance - +1 to any roll, at will
SPECIAL ABILITIES
Augment Summoning - Each creature you conjure with any summon spell gains a +4 enhancement bonus to Strength and Constitution for the duration of the spell that summoned it.
Academician - Some gnomes are more academically inclined than their kin. Gnomes with this racial trait gain a +2 bonus on any one Knowledge skill. This racial trait replaces the obsessive racial trait.
Cantrips - You have learned a number of cantrips, or 0-level spells. These spells are cast like any other spells, but they do not consume any slots and may be used again.
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.
Eidolon (Ex) - You possess the ability to summon a powerful outsider called an eidolon. You always summon an aspect of the same creature. Your eidolon has your alignment and can speak all of your languages. Your eidolon is treated as a summoned creature, except that it is not sent back to its home plane until reduced to a number of negative hit points equal to or greater than its Constitution score. In addition, due to its tie to you, your eidolon can touch and attack creatures warded by protection from evil and similar effects that prevent contact with summoned creatures. You can summon your eidolon in a ritual that takes 1 minute to perform. When summoned in this way, your eidolon's hit points are unchanged from the last time it was summoned. The only exception to this is if your eidolon was slain, in which case it returns with half its normal hit points. Your eidolon remains until dismissed (a standard action). If your eidolon is sent back to its home plane due to damage, it cannot be summoned again until the following day. Your eidolon cannot be sent back to its home plane by means of dispel magic, but spells such as dismissal and banishment work normally.
Gift of Tongues - Gnomes love languages and learning about those they meet. Gnomes with this racial trait gain a +1 bonus on Bluff and Diplomacy checks, and they learn one additional language every time they put a rank in the Linguistics skill. This racial trait replaces the defensive training and hatred racial traits.
Gnome Knowledge Selection (Knowledge (Arcana))
Gnome Magic (Sp) - Gnomes add +1 to the DC of any saving throws against illusion spells that they cast. Gnomes with a Charisma of 11 or higher also gain spell-like abilities.
House Medvyed - Your family has long a deep respect for the wilderness and is superstitious about the creatures that dwell therein. You gain a +2 trait bonus on all Diplomacy checks made to deal with fey creatures and a +1 trait bonus on Will saves made against their spells and supernatural abilities. Your family motto is "Endurance Overcomes All."
Illusion Resistance (Ex) - Gnomes get a +2 racial saving throw bonus against illusion spells or effects.
Keen Senses (Ex) - Gnomes receive a +2 bonus on Perception skill checks.
Lesser Eidolon - A master summoner’s class level is halved (minimum 1) for the purposes of determining his eidolon’s abilities, Hit Dice, evolution pool, and so on. The eidolon otherwise functions as normal.
Life Link (Su) - A close bond is formed with your eidolon. Whenever your eidolon takes enough damage to send it back to its home plane, you 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 your eidolon. This can prevent your eidolon from being sent back to its home plane. In addition, you and your eidolon must remain within 100 feet of one another for your eidolon to remain at full strength. If your eidolon is beyond 100 feet but closer than 1,000 feet, its current and maximum hit point totals are reduced by 50%. If your 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 your 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 your eidolon gets closer to you, but its maximum hit point total does return to normal.
Low-Light Vision (Ex) - You can see 2x as far as humans in low illumination. Characters with low-light vision have eyes that are so sensitive to light that they can see twice as far as normal in dim light. Low-light vision is color vision. A spellcaster with low-light vision can read a scroll as long as even the tiniest candle flame is next to her as a source of light. Characters with low-light vision can see outdoors on a moonlit night as well as they can during the day.
Natural-Born Leader - You've always found yourself in positions where others look up to you as a leader, and you can distinctly remember an event from your early childhood where you led several other children to accomplish a goal that each of you individually could not. All cohorts, followers, or summoned creatures under your leadership gain a +1 morale bonus on Will saves to avoid mind-affecting effects. If you ever take the Leadership feat, you gain a +1 trait bonus to your Leadership score.
Noble Born - You claim a tangential but legitimate connection to one of Brevoy's noble families. If you aren't human, you were likely adopted by one of Brevoy's nobles or were instead a favored servant or even a childhood friend of a noble scion. Whatever the cause, you've had a comfortable life, but one far from the dignity and decadence your distant cousins know. Although you are associated with an esteemed name, your immediate family is hardly well to do, and you've found your name to be more of a burden to you than a boon in many social situations. You've recently decided to test yourself, to see if you can face the world without the aegis of a name you have little real claim or care for. An expedition into the storied Stolen Lands seems like just the test to see if you really are worth the title "noble."
Summoning Mastery (Sp) - Starting at 1st level, a master summoner can cast Summon Monster II as a spell-like ability a number of times per day equal to 5 + his Charisma modifier. The summoner can use this ability when his eidolon is summoned. Only one summon monster spell may be in effect while the eidolon is summoned. If the summoner’s eidolon is not summoned, the number of creatures that can be summoned with this ability is only limited by its uses per day. This ability otherwise functions as the summoner’s normal summon monster I ability. Other than these restrictions, there is no limit to how many summon monster or gate spells the summoner can have active at one time.
Summon Monster (Sp) - You can cast Summon Monster II as a spell-like ability 9 times per day as a standard action and the creatures remain for 1 minutes (instead of 1 rounds). Drawing upon this ability uses up the same power you use to call your eidolon. As a result, you can only use this ability when your eidolon is not summoned.
Superior Summoning <Sp> - You can summon more creatures. Each time you cast a summoning spell that conjures more than one creature, add one to the total number of creatures summoned.
Weapon Familiarity (Ex) - Gnomes treat any weapon with the word "gnome" in its name as a martial weapon.