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- Name: Dandelion Plums
- Gender: Female
- Race: Merfolk
- Age: 16
- Height: 6'4"
- Weight: 135
- XP: 0
- Alingment: Chaotic Neutral
- Class: 1stlvl Summoner(synthesist)
- Favored Class: Summoner
- Deity:
- Init +3; Senses Normal, low-light Perception +2
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- STATISTICS
- STR 14(+2), DEX 16(+3), CON 16(+3), INT 10(+0), WIS 10(+0), SWG 16(+3)
- Base Attack +0 CMB +5; CMD 15
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- DEFENSES
- AC 19, Touch 14, flat footed 18 [Armor, Shield,Natural]
- (+3 Dex, +3 armor/shield, +2 nat armor, +1 feats)
- hp 12 (1d8+3+1)
- Fort +3, Ref +3, Will +4
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- OFFENSE
- Speed 5 ft, Swim 50 ft
- Melee
- Single Attack
- [Masterwork Short Spear, +3 (1d6+2)]
- Full Attack
- [Weapon +0/0 (damage)]
- Ranged
- Single Attack
- [Short Spear, +0 (damage)]
- Full Attack
- [Weapon +0/0 (damage)]
- Special Attacks
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- Racial Traits
- Ability Score Racial Traits:
- Merfolk are graceful, hale, and beautiful. They gain +2 Dexterity, +2 Constitution, and +2 Charisma.
- Size:
- Merfolk are Medium creatures and thus have no bonuses or penalties due to their size.
- Base Speed (Slow Speed):
- Merfolk have a base speed of 5 feet. They have a swim speed of 50 feet.
- Type:
- Merfolk are humanoids with the aquatic subtype.
- Languages:
- Merfolk begin play speaking Common and Aquan. Merfolk with high Intelligence scores can choose from the following: Aboleth, Aklo, Draconic, Elven, and Sylvan.
- Armor:
- Merfolk have a +2 natural armor bonus.
- Legless:
- Merfolk have no legs, and therefore cannot be tripped.
- Low-Light Vision:
- Merfolk have low-light vision allowing them to see twice as far as humans in conditions of dim light.
- Other Racial Traits
- Amphibious:
- Merfolk are amphibious, but prefer not to spend long periods out of the water.
- Traits:
- Rich Parents:
- 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.
- Magic is Life:
- Your faith in magic allows you to reflexively use the energy of any spell effect on you to save you from death.
- Benefit As long as you are under the effects of any spell, you gain a +2 trait bonus on saving throws against death effects. If you are reduced to negative hit points while you are under the effects of any spell, you automatically confirm stabilization checks to stop bleeding.
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- Class Features/Extraordinary Abilities (Ex)
- Weapon and Armor Proficiency:
- Summoners are proficient with all simple weapons. Summoners are also proficient with light armor. A summoner can cast summoner spells while wearing light armor without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, a summoner wearing medium or heavy armor, or using a shield, incurs a chance of arcane spell failure if the spell in question has a somatic component. A multiclass summoner still incurs the normal arcane spell failure chance for arcane spells received from other classes.
- Spells:
- summoner casts arcane spells drawn from the summoner spell list. He can cast any spell he knows without preparing it ahead of time, assuming he has not yet used up his allotment of spells per day for the spell’s level.
- To learn or cast a spell, a summoner must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a summoner’s spell is 10 + the spell level + the summoner’s Charisma modifier.
- A summoner can cast only a certain number of spells of each spell level each day. His base daily spell allotment is given on Table: Summoner. In addition, he receives bonus spells per day if he has a high Charisma score (see Table: Ability Modifiers and Bonus Spells).
- A summoner’s selection of spells is extremely limited. A summoner begins play knowing four 0-level spells and two 1st-level spells of the summoner’s choice. At each new summoner level, he gains one or more new spells as indicated on Table: Summoner Spells Known. (Unlike spells per day, the number of spells a summoner knows is not affected by his Charisma score. The numbers on Table: Summoner Spells Known are fixed.)
- Upon reaching 5th level, and at every third summoner level thereafter (8th, 11th, and so on), a summoner can choose to learn a new spell in place of one he already knows. In effect, the summoner “loses” the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least one level lower than the highest-level summoner spell he can cast. A summoner may swap out only a single spell at any given level and must choose whether or not to swap the spell at the same time that he gains new spells known for the level.
- Cantrips:
- A summoner learns a number of cantrips, or 0-level spells, as noted on Table: Summoner Spells Known under “Spells Known.” These spells are cast like any other spell, but they may be cast any number of times per day. Cantrips prepared using other spell slots, due to metamagic feats, for example, consume spell slots as normally.
- Fused Eidolon
- A synthesist summons the essence of a powerful outsider to meld with his own being. The synthesist wears the eidolon like translucent, living armor. The eidolon mimics all of the synthesist’s movements, and the synthesist perceives through the eidolon’s senses and speaks through its voice, as the two are now one creature.
- While fused with his eidolon, the synthesist uses the eidolon’s physical ability scores (Strength, Dexterity, and Constitution), but retains his own mental ability scores (Intelligence, Wisdom, and Charisma). The synthesist gains the eidolon’s hit points as temporary hit points. When these hit points reach 0, the eidolon is killed and sent back to its home plane. The synthesist uses the eidolon’s base attack bonus, and gains the eidolon’s armor and natural armor bonuses and modifiers to ability scores. The synthesist also gains access to the eidolon’s special abilities and the eidolon’s evolutions. The synthesist is still limited to the eidolon’s maximum number of natural attacks. The eidolon has no skills or feats of its own. The eidolon must be at least the same size as the synthesist. The eidolon must have limbs for the synthesist to cast spells with somatic components. The eidolon’s temporary hit points can be restored with the rejuvenate eidolon spell.
- While fused, the synthesist loses the benefits of his armor. He counts as both his original type and as an outsider for any effect related to type, whichever is worse for the synthesist. Spells such as banishment or dismissal work normally on the eidolon, but the synthesist is unaffected. Neither the synthesist nor his eidolon can be targeted separately, as they are fused into one creature. The synthesist and eidolon cannot take separate actions. While fused with his eidolon, the synthesist can use all of his own abilities and gear, except for his armor. In all other cases, this ability functions as the summoner’s normal eidolon ability (for example, the synthesist cannot use his summon monster ability while the eidolon is present).
- Fused Link (Su):
- Starting at 1st level, the synthesist forms a close bond with his eidolon. Whenever the temporary hit points from his eidolon would be reduced to 0, the summoner can, as a free action, sacrifice any number of his own hit points. Each hit point sacrificed this way prevents 1 point of damage done to the eidolon (thus preventing the loss of the summoner’s temporary hit points), preventing the eidolon from being killed and sent back to its home plane.
- Summon Monster I (Sp):
- Starting at 1st level, a summoner can cast summon monster I 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.
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- Feats
- Dodge (Combat)
- Your training and reflexes allow you to react swiftly to avoid an opponents' attacks.
- Benefit: You gain a +1 dodge bonus to your AC. A condition that makes you lose your Dex bonus to AC also makes you lose the benefits of this feat.
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- Skills
- Acrobatics------------------------------------------------------Dex|+3|(Abimod+0)(-----------)(Ranks 00)
- Appraise--------------------------------------------------------Int|+0|(Abimod+0)(-----------)(Ranks 00)
- Bluff-----------------------------------------------------------Cha|+3|(Abimod+0)(-----------)(Ranks 00)
- Climb-----------------------------------------------------------Str|+3|(Abimod+0)(-----------)(Ranks 00)
- Craft-----------------------------------------------------------Int|+0|(Abimod+0)(Class Skill)(Ranks 00)
- Diplomacy-------------------------------------------------------Cha|+3|(Abimod+0)(-----------)(Ranks 00)
- Disable Device--------------------------------------------------Dex|+3|(Abimod+0)(-----------)(Ranks 00)
- Disguise--------------------------------------------------------Cha|+1|(Abimod+0)(-----------)(Ranks 00)
- Escape Artist---------------------------------------------------Dex|+3|(Abimod+0)(-----------)(Ranks 00)
- Fly-------------------------------------------------------------Dex|+3|(Abimod+0)(Class Skill)(Ranks 00)
- Handle Animal---------------------------------------------------Cha|+7|(Abimod+0)(Class Skill)(Ranks 01)
- Heal------------------------------------------------------------Wis|+0|(Abimod+0)(-----------)(Ranks 00)
- Intimidate------------------------------------------------------Cha|+3|(Abimod+0)(-----------)(Ranks 00)
- Knowledge (arcana)----------------------------------------------Int|+0|(Abimod+0)(Class Skill)(Ranks 00)
- Knowledge (dungeoneering)---------------------------------------Int|+0|(Abimod+0)(Class Skill)(Ranks 00)
- Knowledge (engineering)-----------------------------------------Int|+0|(Abimod+0)(Class Skill)(Ranks 00)
- Knowledge (geography)-------------------------------------------Int|+3|(Abimod+0)(Class Skill)(Ranks 00)
- Knowledge (history)---------------------------------------------Int|+0|(Abimod+0)(Class Skill)(Ranks 00)
- Knowledge (local)-----------------------------------------------Int|+0|(Abimod+0)(Class Skill)(Ranks 00)
- Knowledge (nature)----------------------------------------------Int|+0|(Abimod+0)(Class Skill)(Ranks 00)
- Knowledge (nobility)--------------------------------------------Int|+0|(Abimod+0)(Class Skill)(Ranks 00)
- Knowledge (planes)----------------------------------------------Int|+0|(Abimod+0)(Class Skill)(Ranks 00)
- Knowledge (religion)--------------------------------------------Int|+0|(Abimod+0)(Class Skill)(Ranks 00)
- Linguistics-----------------------------------------------------Int|+0|(Abimod+0)(Class Skill)(Ranks 00)
- Perception------------------------------------------------------Wis|+0|(Abimod+2)(-----------)(Ranks 00)
- Perform---------------------------------------------------------Cha|+3|(Abimod+0)(-----------)(Ranks 00)
- Profession------------------------------------------------------Wis|+0|(Abimod+0)(Class Skill)(Ranks 00)
- Ride------------------------------------------------------------Dex|+3|(Abimod+3)(Class Skill)(Ranks 00)
- Sense Motive----------------------------------------------------Wis|+0|(Abimod+0)(-----------)(Ranks 00)
- Sleight of Hand-------------------------------------------------Dex|+3|(Abimod+0)(-----------)(Ranks 00)
- Spellcraft------------------------------------------------------Int|+0|(Abimod+0)(Class Skill)(Ranks 00)
- Stealth---------------------------------------------------------Dex|+3|(Abimod+0)(-----------)(Ranks 00)
- Survival--------------------------------------------------------Wis|+0|(Abimod+0)(-----------)(Ranks 00)
- Swim------------------------------------------------------------Str|+3|(Abimod+0)(-----------)(Ranks 00)
- Use Magic Device------------------------------------------------Cha|+7|(Abimod+0)(Class Skill)(Ranks 01)
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- Spells: Known (4 0lvl, 2 1stlvl)
- Spells: Perday(4 cantrips, 3 1stlvl)
- 0 level spells (Detect Magic, Guidance, Light, Mage Hand, )
- 1 level spells (Ray of Sickening(DC14), Lesser Rejuvenate Eidolon)
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- Inventory
- 1x Masterwork Coral Armor (+3 AC, +3 MDB, 0 ACP, 15% ASFC, 25 lbs)
- 1x Masterwork Shortspear (1d6 damage, ×2 crit, 20 ft range, 3 lbs, Piercing)
- 1x Dagger (1d4 damage, 19–20/×2 crit, 1 lb, 10ft range, Piercing or Slashing)
- Masterwork Backpack (4 lbs)
- 01x Bathtub, Collapsible (20 lb)
- 02x Large winter blanket (6 lbs)
- 06x Soap (3 lbs)
- 01x Rope, Silken (50 ft,5 lbs)
- 01x Mirror, small steel (1/2 lbs)
- 01x Torch, everburning (1 lbs)
- 03x Honey (1 1/2 lbs)
- 10x Rations, Trail (10 lbs)
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- Money:409 gp 38 sp 94 cp
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- Backstory:
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- Eidolon Form
- Quadruped Eidolon
- Size Medium; Speed 40 ft.; AC +2 natural armor; Saves Fort (good), Ref (good), Will (bad); Attack bite (1d6);
- Name: Dandelion Plums
- Gender: Female
- Race: Merfolk
- Age: 16
- Height: 6'4"
- Weight: 135
- XP: 0
- Alingment: Chaotic Neutral
- Class: 1stlvl Summoner(synthesist)
- Favored Class: Summoner
- Deity:
- Init +3; Senses Normal, low-light Perception +2
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- STATISTICS
- STR 14(+2), DEX 14(+2), CON 13(+1), INT 7(-1), WIS 10(+0), SWG 11(+0)
- Base Attack +0 CMB +5; CMD 15
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- DEFENSES
- AC 10, Touch 14, flat footed 18 [Armor, Shield,Natural]
- (+0 Dex, +0 armor/shield, +0 nat armor, +0 feats)
- hp 12 (1d8+3+1)
- Fort +0, Ref +0, Will +0
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- OFFENSE
- Speed 40 ft
- Melee
- Single Attack
- [Weapon +0/0 (damage)]
- Full Attack
- [Weapon +0/0 (damage)]
- Ranged
- Single Attack
- [Short Spear, +0 (damage)]
- Full Attack
- [Weapon +0/0 (damage)]
- Special Attacks
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- Evolutions
- bite, limbs (legs) (2).