Iggwilv

Madeline Peshtussle's page

1,072 posts. Alias of Sunset.


Race

HP: 28 / 28, Init:+3, Perc:+7,AC:16,Fort:+3,Ref:+4,Will:+3

About Madeline Peshtussle

Female Half-Elf Summoner (Evolutionist) 5
NG Medium humanoid (elf, human)
Hero Points 1
Init +3; Senses bond senses, low-light vision; Perception +7
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Defense
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AC 16, touch 13, flat-footed 13 (+3Dex,+3Armor,)
hp 28 (5d8)
Fort +1, Ref +4, Will +4; +2 vs. enchantments
Defensive Abilities shield ally; Immune magic sleep; Resist elven immunities, shield ally
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Offense
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Speed 30 ft.
Melee aldori dueling sword +3 (1d8/19-20)
Ranged revolver +6 (1d8/x4)
Spell-Like Abilities
. . 6/day—summon monster
Summoner (Evolutionist) Spells Known (CL 5th; concentration +8):
2nd (3/day)—lesser evolution surge (DC 15), barkskin, ablative barrier
1st (5/day)—lesser rejuvenate eidolon, mage armor, enlarge person (DC 14), identify
0 (at will)—acid splash, detect magic, mending, read magic, daze (DC 13), light
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Statistics
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Str 10, Dex 16, Con 10, Int 14, Wis 10, Cha 17
Base Atk +3; CMB +3; CMD 16
Feats Additional Traits, Amateur Gunslinger, Exotic Weapon Proficiency(Pistol), Skill Focus (Perception)
Traits heirloom weapon (proficiency)Aldori Dueling Sword, Just like new, rich parents, ustalavic noble

Skills:

Bluff +4,
Craft (alchemy) +6,
Craft (blacksmith) +5,
Craft (firearms) +8,
Diplomacy +4,
Disguise +5,
Knowledge (engineering) +6,
Knowledge (nobility) +7,
Perception +7,
Ride +7,
Spellcraft +9,
Use Magic Device +7;
Racial Modifiers
+2 Perception

Languages Common, Elven, Skald, Varisian,
SQ deed: deadeye, eidolon link, elf blood, hero points, life link, share spells with eidolon

Special Abilities:

Amateur Gunslinger Although you are not a gunslinger, you have and can use grit.
Bond Senses (5 rounds/day) (Ex) As a standard action, you can share Eidolon's senses while on same plane.
Deed: Deadeye (Ex) Use 1 grit per extra range increment to make a touch attack beyond the first.
Eidolon Link (Ex) Mental link allows communication over any distance, but share magic item slots.
Elf Blood You are counted as both elven and human for any effect relating to race.
Elven Immunities +2 save bonus vs Enchantments.
Elven Immunities - Sleep You are immune to magic sleep effects.
Hero Points (1) Hero Points can be spent at any time to grant a variety of bonuses.
Life Link (Su) Damage that dismisses Eidolon can be taken by you. It weakens if not in 100 ft.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Share Spells with Eidolon (Ex) Your spells ignore type restrictions for Eidolon and it can recieve your personal spells.
Shield Ally (+2 AC/Saves) (Ex) +2 AC and save when within Eidolon's reach.
Summon Monster III (6/day) (Sp) Standard action summon lasts minutes, but only 1 active at a time and can't use with eidolon.
Ustalavic Noble +1 trait bonus on Diplomacy and Knowledge (nobility) checks.

Possessions:

Gnomish PistonMaul (1D10/X2) (With Thunderstone does +4 Dam) 70 Gp
Thunderstone(X5): 150 Gp
Elvish Leaf Armour: (+3AC) 500 Gp
ChainShirt: (+5AC) 100 Gp
Adventuring Clothing(X2Make/Fem): 40 Gp
Traveling Clothing(X2Male/Fem): 4 Gp
Scholars Clothing: 10 Gp
Chest; 4 Gp

X-Bow (X2) 1D8 Rng Inc 80 Ft: 70 Gp
100 Bolts: 10 Gp

Pony: 35 Gp
Bit/Bridle: 4 Gp
Saddle(Pack): 15 Gp

Duelling Sword (Aldori/Heirloom) 1D8 19-20/X3 20 Gp

New: Various rope, sacks, oil, torches, bandages and other dungeon exploring items.

Long bow
Quiver with
~10 normal arrows
~12 Silver tipped
~10 +1 Arrows
~5 +1 Ghost bane
~2 +1 undead bane

Gold Remaining: 64 Gp

Smith

NG Eidolon, Class Level: 1
Init: +1; Senses, Darkvision, Perception: +12 (+1R,+3Cl,+8Evolution)
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AC: 15 (+4Natural armour,+1Dex) Touch: 14, Flat-footed: 11
HD: 2 Hp 12,

CMB: +4
CMD: 15

Wounds:-7
Fort +3, Ref +1, Will +2
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Speed: 30 Ft
Melee: +5 (Claws,1d4+3)
Melee: +5 (QuarterStaff,1D6+3)
Melee: +5 (Gnomeish Piston-Maul,1D10+3) (+4 additional with Thunderstone)
Ranged: +1 (X-Bow,1D8)
Face: 5Ft, Reach: 5 Ft
Base Atk: +1; CMB: +4,CMD: 15,
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Ability Scores: Str: 16, Dex: 12, Con: 13, Int: 7, Wis: 10, Cha: 11,

Ability Damage: Wisdom drain: -1 Point

Special Qualities: -

Feat:Exotic Weapon Proficiency; Gnomeish Piston-Maul
Feat:Evasion

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Free Evolutions: Claws, Limbs (arms), Limbs (legs),
Evolution Pool: 5(4+1From Summoner Half-Elf)
1 Improve Natural: Amour +2 AC
2 Weapon Training: Gain Skills in all Simple Weapons.
1 Skilled: +8 to one skill (Perception)
1 Energy Resistance 'Fire' 5/-
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Skills:

Spoiler:

Bluff*:
Climb: +7=(+1R,+3Cl,+3Str)
Craft*(GunSmithing):
Craft*(Alchemy):
Diplomacy: +1=(+1T,+0Cha)
Knowledge*(Planes):
Perception*: +13=(+2R,+3Cl,+8Evolution)
Sense Motive*: +3=(+1R,+3Cl,+0Wis)
Stealth*:
Swim: +7=(+1R,+3Cl,+3Str)

Acrobatics()():
Appraise()():
Bluff()():
Climb()():
Craft()():
Diplomacy()():
Disable Device()():
Disguise()():
Escape Artist()():
Handle Animal()():
Heal()():
Intimidate()():
Knowledge (Arcana()()):
Knowledge(Architecture/Engineering()()):
Knowledge(Dungeoneering()()):
Knowledge(Engineering()()):
Knowledge(Geography()()):
Knowledge(History()()):
Knowledge(Local()()):
Knowledge(Nature()()):
Knowledge(Noble()()):
Knowledge{Religion()()):
Linguistics()():
Perception()():
Perform()():
Profession()():
Ride()():
Sense Motive()():
Sleight Of Hand()():
Spell Craft()():
Stealth()():
Swim()():
Survival()():
Use Magical Device()():


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DEFENSES:
AC 16, touch 13, flatfooted 13 (+3 armor, +3 Dex)
hp 25 (3d8+1d10)
Fort +3, Ref +4, Will +3

OFFENSE:
Speed 30 ft. Init +3
Melee aldori dueling sword +5 (1d8/19-20) or piston maul +3 (1d10+4)
Ranged longbow +6 (1d8/x3)

STATISTICS:
Hero Points: 2, Grit: 1
Str 10, Dex 16, Con 10, Int 14, Wis 10, Cha 17
Base Atk +3; CMB +3; CMD 16

SPELLS:
Spell-like Abilities (CL 3rd)
6/day - summon monster II

Summoner Spells Known: (CL 3rd)
1st (4) – endure elements, life conduit, mage
armor, rejuvenate eidolon, lesser
0th – acid splash, detect magic, light, mage hand, mending, read magic

FEATS & TRAITS:
Feats Additional Traits, Amateur Gunslinger (Deadeye), Exotic Weapon Proficiency (hammer maul), Gunsmithing
Traits anatomist, heirloom weapon (aldori dueling sword), rich
parents, ustalavic noble

SKILLS & LANGUAGES:
Skills +Total(Ranks)
Acrobatics +3(0),
Appraise +2(0),
Bluff +3(0),
Climb +0(0),
Craft (alchemy) +6(1),
Craft (gunsmithing) +6(1),
Diplomacy +4(0),
Disguise +3(0),
Escape Artist +3(0),
Fly +3(0),
Heal +1(1),
Intimidate +3(0),
Knowledge (engineering) +6(1),
Knowledge (nobility) +7(1),
Perception +6(4),
Ride +7(1),
Sense Motive +0(0),
Spellcraft +8(3),
Stealth +4(1),
Survival +0(0),
Swim +0(0),
Use Magic Device +7(1)

Languages Common (Taldane), Elven, Skald, Varisian

SPECIAL QUALITIES:
Life Link (Su): Starting at 1st level, a summoner forms a close bond with his eidolon. 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): Starting at 1st level, a summoner can cast summon monster as a spell-like ability a number of times per day equal to 3 + his Charisma modifier. Drawing upon this ability uses up the same power as the summoner uses to call his eidolon. As a result, 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 (instead of 1 round 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. If used as gate, the summoner must pay any required material components.

A summoner cannot have more than one summon monster or gate spell active in this way at one time. If this ability is used again, any existing summon monster or gate immediately ends. These summon spells are considered to be part of his spell list for the purposes of spell trigger and spell completion items. In addition, he can expend uses of this ability to fufill the construction requirements of any magic item he creates, so long as he can use this ability to cast the required spell.

Bond Senses (Su): (3r/day) 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 and the summoner must be on the same plane. The summoner can end this effect as a free action.

GEAR:

2x potion of cure moderate wounds, potion of lesser restoration, scroll of hide from undead, 10x +1 arrows, 5x +1 ghostbane arrows, 2x +1 undead bane arrows, leaf armor, mwk heirloom aldori dueling sword, longbow with 10 arrows, masterwork backpack, belt pouch, explorer's outfit, 140gp

Pony:
alchemy crafting kit, bedroll, bit and bridle, chest (medium), explorer's outfit, gunsmith's kit, pack saddle, saddlebags, scholar's outfit, 5x trail rations, 2x traveler's outfit

++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

Female Half-Elf; Summoner 3/Fighter 1
NG medium humanoid
Init: +3; Senses Low Light Vision: (See twice as far as Humans in dim light) Perception +7 (+3R,+2Skill Focus,+2Racial),
Languages Common: Elven, Skald, Varisian,
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AC: 16(+3Dex,+3LeafArmour), touch: 13, flat-footed: 13
hp: 25 (4HD)

Wounds: -10

CMB: +2

CMD: 15

Fort: +3, Ref: +4, Will: +2,
Spell Resistance: -
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Speed: 30 ft.
Duelling Sword +4(Aldori/Heirloom) 1D8 19-20/X3 20 Gp (Confirm on an 18-20)
Melee: +3 (1D8 19-20/X3 {Confirm on 18-20}}
Melee: +2 (1D6 X2 Quarter-Staff)
Ranged: +5 (1D8 x-Bow) Rng Inc: 80 Ft
Face: 5 ft. Reach: 5 ft.
Base: Atk +2; CMB: +2; CMD: +15
Special Actions:,
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Known Summoner Spells: (CL 1st):

0th(Known6) - Cast(At will)
1)Acid Splash,
2)Light,
3)Read Magic,
4)Mend,
5)Detect Magic (DC )
6)Mage hand

1st(Known4) - Cast: (.), (.), (.), (.),
1)Rejuvenate Eidolon(Lesser),
2)Endure Elements,
3)Mage Armor, (DC )
4) Life Conduit

* Summon Monster 2

Bond Senses

Grit:

Points:(.]

---------------------------------------------
Abilities: Str: 10,Dex: 16,Con: 10,Int: 14,Wis: 10,Cha: 16

Ability Damage: Wisdom drain: point

Special Qualities: +2 Vs charm effects, Immune to Sleep effects.

Traits(1): Heirloom Weapon;

Spoiler:
Aldory Dueling Blade

You carry a weapon that has been passed down from generation to generation in your family.

Benefit: This heirloom weapon is of masterwork quality (but you pay only the standard cost at character creation). You gain a +1 trait bonus on attack rolls with this specific weapon and are considered proficient with that specific weapon (but not other weapons of that type) even if you do not have the required proficiencies.

Source Adventurer's Armory 30

Traits(2): Rich Parents

Spoiler:

You were born into a rich family, perhaps even the nobility, and even though you turned to a life of adventure anyway, you enjoyed a one-time benefit to your initial finances.

Benefit: Your starting cash increases to 900 gp.

Pathfinder Companion: Second Darkness Player’s Guide. Copyright 2008, Paizo Publishing, LLC; Authors: James Jacobs, F. Wesley Schneider, Amber Scott, Greg A. Vaughan.

Traits(3)Ustalavic Noble (Regional-Ustalav)

Spoiler:

You come from an aristocratic family, though your family has long since lost any power or prestige it once had.

Benefit: You gain a +1 trait bonus on Diplomacy and Knowledge (nobility) checks. In addition, your starting money is increased by 100 gp— your “birthright,” such as it is.

Pathfinder Player Companion: Inner Sea Primer.

Trait(4)Anatomist

Spoiler:

You have studied the workings of anatomy, either as a student at university or as an apprentice mortician or necromancer.

Benefit: You know where to aim your blows to strike vital organs and you gain a +1 trait bonus on all rolls made to confirm critical hits.

Feats:Additional Traits,

Spoiler:

You have more traits than normal.

Benefit: You gain two character traits of your choice. These traits must be chosen from different lists, and cannot be chosen from lists from which you have already selected a character trait. You must meet any additional qualifications for the character traits you choose — this feat cannot enable you to select a Dwarf character trait if you are an Elf, for example.

APG Pg 150

Feat (2ndLvl/Ftr1):Gunsmith; You know the secrets of repairing and restoring firearms.

Benefit: If you have access to a gunsmith’s kit, you can create and restore firearms, craft bullets, and mix black powder for all types of firearms. You do not need to make a Craft check to create firearms and ammunition or to restore firearms.

Crafting Firearms: You can craft any early firearm for a cost in raw materials equal to half the price of the firearm. At your GM’s discretion, you can craft advanced firearms for a cost in raw materials equal to half the price of the firearm. Crafting a firearm in this way takes 1 day of work for every 1,000 gp of the firearm’s price (minimum 1 day).

Crafting Ammunition: You can craft bullets, pellets, and black powder for a cost in raw materials equal to 10% of the price. If you have at least 1 rank in Craft (alchemy), you can craft alchemical cartridges for a cost in raw materials equal to half the price of the cartridge. At your GM’s discretion, you can craft metal cartridges for a cost in raw materials equal to half the cost of the cartridge. Crafting bullets, black powder, or cartridges takes 1 day of work for every 1,000 gp of ammunition (minimum 1 day).

Restoring a Broken Firearm: Each day, with an hour’s worth of work, you can use this feat to repair a single firearm with the broken condition. You can take time during a rest period to restore a broken firearm with this feat.

Feat (3rd Lvl General): Amature Gunslinger
Deed:[/d][b]Dead Eye

Feat (4ThLvl/Summoner3): [b]Bond senses


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Skills

Spoiler:

Acrobatics ,
Appraise ,
Bluff ,
Climb ,
Craft(Gunsmithing)*: +6 =(+1R,+3Cl,+2Int)
Craft(Alchemy)*: +6=(+1R,+3Cl,+2Int)
Diplomacy: +4=(+1T,+3Chr) ,
Disguise ,
Escape Artist ,
Fly* ,
Heal , +1 =(+1R,+0Wis)
Intimidate ,
All Knowledge Skills;
Knowledge(Engineering): +6 =(+1R,+2int,+3Cl)
Knowledge(Nobility): +3=(+1T,+2int)
Knowledge (History) ,
Knowledge (Planes) ,
Linguistics*:
Perception: +7 =(+3R,+2Skill Focus,+2Racial)
Perform ,
Profession*:
Ride*: +6=(+1R,+2Dex,+3Cl),
Sense Motive ,
Spellcraft*: +7 =(+2R,+3Cl+2Int)
Stealth , +4=(+1R,+3Dex)
Survival , +4 =(+1R,+3Cl,)
Swim ,
UseMagicDevice*: +7 =(+1R,+3Cl,+3Cha)

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Possessions:

Gnomish PistonMaul (1D10/X2) (With Thunderstone does +4 Dam) 70 Gp
Thunderstone(X5): 150 Gp
Elvish Leaf Armour: (+3AC) 500 Gp
ChainShirt: (+5AC) 100 Gp
Adventuring Clothing(X2Make/Fem): 40 Gp
Traveling Clothing(X2Male/Fem): 4 Gp
Scholars Clothing: 10 Gp
Chest; 4 Gp

X-Bow (X2) 1D8 Rng Inc 80 Ft: 70 Gp
100 Bolts: 10 Gp

Pony: 35 Gp
Bit/Bridle: 4 Gp
Saddle(Pack): 15 Gp

Duelling Sword (Aldori/Heirloom) 1D8 19-20/X3 20 Gp

New: Various rope, sacks, oil, torches, bandages and other dungeon exploring items.

Long bow
Quiver with
~10 normal arrows
~12 Silver tipped
~10 +1 Arrows
~5 +1 Ghost bane
~2 +1 undead bane

Gold Remaining: 64 Gp

---------------------------------------------