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Khal Fleaht

Player: Shallan
Male half-elf unchained summoner 10 - CR 9
True Neutral Humanoid (Elf, Human); Deity: Nethys; Age:
24; Height: 5' 11" ; Weight: 155 lb.; Eyes: Green; Hair:
Brown; Skin: Tan
Ability Score Modifier Temporary

STR 18/22 +4/+6


STRENGTH

DEX 8/12 -1/+1


DEXTERITY

CON 9/13 -1/+1


CONSTITUTION

INT 11 0
INTELLIGENCE

WIS 9 -1
WISDOM

CHA 15/17 +2/+3


CHARISMA

Saving Throw Total Base Ability Resist Misc Temp Notes

FORTITUDE +9 = +3 +1 +3 +2
(CONSTITUTION)
Elven Immunities: +2 vs. enchantments

REFLEX +9 = +3 +1 +3 +2
(DEXTERITY)
Elven Immunities: +2 vs. enchantments Skill Name Total Ability Ranks Temp
WILL +11 = +7 -1 +3 +2 Acrobatics +1 DEX (1) -
(WISDOM)
Elven Immunities: +2 vs. enchantments Appraise +0 INT (0) -
Elven Immunities Elven Immunities - Sleep Bluff +3 CHA (3) -
Total Armor Shield Dex Size Natur Deflec Dodge Misc Climb +6 STR (6) -
AC 21 = +8 +2 +1 +2 -2 Diplomacy +3 CHA (3) -
10 Disable Device - DEX (1) -
Touch AC 11 Flat-Footed AC 20
BAB Strength Size Misc Disguise +3 CHA (3) -
CM Bonus +14 = +7 +6 - - Escape Artist +1 DEX (1) -
+16 Bull Rushing
BAB Strength Dexterity Size
Fly +1 DEX (1) -
CM Defense 24 = 10 +7 +6 +1 - Handle Animal +7 CHA (3) 1
Heal -1 WIS (-1) -
Base Attack +7 HP 58 Intimidate +3 CHA (3) -
Damage / Current HP Linguistics +4 INT (0) 1
Initiative +3 Perception +11 WIS (-1) 10
Ride +15 DEX (1) 3
Speed 30 ft -
Sense Motive -1 WIS (-1)
Auraborialus Sleight of Hand - DEX (1) -
Crit: ×3 Spellcraft +7 INT (0) 4
Main hand: +18/+11, 2d8+13
1-hand, P, Stealth +1 DEX (1) -
Both hands: +18/+11, 2d8+16 ChargeDam Survival -1 WIS (-1) -
Agile Mithral Breastplate Swim +6 STR (6) -
Max Dex: +6, Armor Check: - Use Magic Device +7 CHA (3) 1
+6 Spell Fail: 10%, Light
Activated Abilities & Adjustments
Charging (60', +2 To Hit, -2 AC)
Eidolon: Within Reach, Adjacent
Furious Focus
Mounted
On Higher Ground (+1 Melee)
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Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.
Activated Abilities & Adjustments Experience & Wealth
Power Attack -2/+4 Experience Points: 105000/155,000
Current Cash: 604 pp
Feats
Armor Proficiency (Light) Special Abilities
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. Elf Blood
Furious Focus Half-elves count as both elves and humans for any effect related to race.
If you are wielding a weapon in two hands, ignore the penalty for your first attack Grayflame
of each turn. This weapon responds to channeled positive or negative energy. When the
Improved Spell Sharing wielder spends a swift action to channel energy through the weapon, it ignites
Divide share spell dur evenly between you and companion. Can move apart w/o with a strange gray flame that sheds light as a torch, increases the weapon’s
ending effect. enhancement bonus by +1, and deals +1d6 damage (as the divine power from
Life
flame Link
strike(Su) ) to creatures struck by the weapon. This flame lasts for 1 round
Mounted Combat (1/round) At
for 1st
everylevel,d6 adamagesummoner forms athe
or healing close bond with
channeling his eidolon.
normally Whenever
provides. When the
Once per round you can attempt to negate a hit to your mount in combat. eidolon takes
charged with positive enough energy,
damagethe to send
flameitisback to its gray,
a silvery homegood plane, as a reaction
creatures are
to the damage,
immune the summoner
to the weapon’s can sacrifice
extra damage, andany the number
weapon of hit points
counts as a hegood hasand
Power Attack -2/+4 without using
silver weapon an action. Each hit point sacrificed
for the purpose of bypassing damage reduction. When charged in this way prevents 1 point
You can subtract from your attack roll to add to your damage. Low-Light
of damage Vision
dealt to thethe eidolon. This can prevent the eidolon from being sent
with negative
A creature with energy,
low-light flamecan
vision is an seeashentwicegray,
as far evil
ascreatures
a human are immune
in starlight,
back
to the to its
weapon’s home plane.damage,
extra and the weapon counts as an evil and cold
Ride-By Attack moonlight, torchlight, and similar conditions of dim light. It retains the ability to
You can move - attack - move when charging mounted. iron weapon for the
distinguish andpurpose of bypassing damage reduction.
In addition, color the eidolon detail
and under these conditions.
the summoner must remain within 100 feet of one
Simple Weapon Proficiency - All another
Maker's
Construction for the eidolon to remain
Call/Transposition (2/day) (Su) at full strength. If the eidolon is beyond 100
Proficient with all simple weapons. feet
At 6thbutlevel,
Requirements: closer asthan
aCraft 1,000
standard
Magic feet, its a
action,
Arms current
andsummoner
Armor,and maximum
can call Smite,
Channel hit eidolon
his pointalign
totals are
to weapon
his side.;
reduced
This +1 by
Costfunctions 50%.
Bonus as Ifdimension
the eidolon is more
door , using thanthe1,000
summoner’s feet away but closer
caster than
level. When
Spirited Charge 10,000 feet, its current and maximum hit point
this ability is used, the eidolon appears adjacent to the summoner (or as close totals are reduced by 75%. If
Double damage when making a mounted charge (triple with a lance). the eidolon is
as possible more
if all than 10,000
adjacent spacesfeet areaway,
occupied).it is immediately
If the eidolon returned
is out oftorange,
its
Weapon Focus (Lance) Share
home
the abilitySpells
plane. is wasted. with
Current hitEidolon
The points
summonerlost in (Ex)
thisuse
can waythis areability
not restored
once per when
daytheat 6th
The
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its summoner,
time perwith afor
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itsevery of four
maximum "You" onpoint
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levels his eidolon (as a
total 6th.
beyond does
You gain a +1 bonus on all attack rolls you make using the selected weapon. spell
climbwithto the a range
levels of touch) instead
indicated of on himself.
and eventually returnsAto summoner
normal. may cast
spells
Addition on his from eidolon even if the: spells
Transposition At 8th normally do not affect
level, a summoner cancreatures of the
use his maker's
Traits eidolon's
call
Shield ability type
to
Allyspell
(outsider).
swap
(Ex) locations Spellswith cast
his in this way
eidolon. If itmust
is come
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him,
summoner
appear in any list. This
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occupied does the not allow The
eidolon. the eidolon to
eidolonreach, share
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occupy the
Finding Your Kin At 4th
that arelevel,
not was whenever
spells, even a ifsummoner
they functionis within his eidolon’s
like spells. the
square that occupied by the summoner
summoner gains a +2 shield bonus to his Armor Class and a +2 circumstance if able, or as close as possible if
Adding this feat will let you create your own feat with a name of your choice. itbonus
is noton able.his saving throws. This bonus does not apply if the eidolon is
Focused Mind grappled, helpless, paralyzed, stunned, or unconscious.
+2 to Concentration checks
Spell-Like Abilities
At 12th level, whenever an ally is within reach of the summoner’s eidolon, the
Reactionary ally gains a +2 shield bonus to its Armor Class and a +2 circumstance bonus
+2 Initiative Summon
on its saving Monster
throws. If thisVally
(6/day) (Sp) these bonuses increase to
is the summoner,
+4. This bonus does not apply if the eidolon is grappled, helpless, paralyzed,
Gear stunned, or unconscious.
Tracked Resources
Total Weight Carried: 27.5/520 lbs, Light Load Bond Senses (10 rounds/day) (Su)
(Light: 173 lbs, Medium: 346 lbs, Heavy: 520 lbs) Life link badge
Agile Mithral Breastplate 12.5 lbs
Auraborialus 10 lbs Maker's Call/Transposition (2/day) (Su)
Belt of physical perfection +4 1 lb Mounted Combat (1/round)
Bracers of armor +8 1 lb
Cloak of resistance +3 1 lb Wand of cure light wounds
Headband of alluring charisma +2 1 lb
Life link badge 1 lb
Money -
Ring of protection +2 -
Scholar's outfit (Free) -
Wand of cure light wounds -
Languages
Special Abilities Common Undercommon
Arcane Training Elven
Half-elves occasionally seek tutoring to help them master the magic in their blood.
Half-elves with this racial trait have only one favored class, and it must be an
arcane spellcasting class. They can use spell trigger and spell completion items
for their favored class as if one level higher (or as a 1st-level character if they
Bond
have no Senses
levels in that (10class).rounds/day)
This racial trait (Su) replaces the multitalented racial trait.
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 maximum range to this effect, but the eidolon and the
Eidolon
summoner must be on the same plane. The summoner can end this effect as a
A summoner
free action. begins play with the ability to summon to his side a powerful outsider
called an eidolon. The eidolon forms a link with the summoner, who, forever after,
summons an aspect of the same creature. An eidolon has the same alignment as
the summoner that calls it and can speak all of his languages. Eidolons are treated
Eidolon
as summoned Linkcreatures,
(Ex) except that they are not sent back to their home plane
A summoner
until reduced and to a hisnumber eidolon share a mental
of negative hit points linkequal
that allows for communication
to or greater than their
across any distance
Constitution score. In(as long asdue
addition, theytoare on to
its tie theitssame plane). an
summoner, This eidolon can touch
communication is a free action, allowing the
and attack creatures warded by protection from evil and similar effects summoner to give orders tothat
his prevent
eidolon
contact atwith any time. In addition,
summoned creatures. magic items interfere with the summoner's
connection to his eidolon. As a result, the summoner and his eidolon share magic
item slots. Forcan example, Hero Lab and the Hero
if the Lab logoaare Registered Trademarks
can wearof LWD Technology, Inc. Free download at https://www.wolflair.com
A summoner summon his summoner
eidolon in aisritual wearing that takesring, 1his eidolon
minute to perform.
no more than one in ring. Pathfinder® and associated bymarks and logos are trademarks of Paizo Inc.®, and are used under license.
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Khal Fleaht – Abilities & Gear

Furious Focus Feat Ride-By Attack Feat


Even in the midst of fierce and furious blows, you can find focus in While mounted and charging, you can move, strike at a foe, and
the carnage and your seemingly wild blows strike home. then continue moving.

Prerequisites: Str 13, Power Attack, base attack bonus +1. Prerequisites: Ride 1 rank, Mounted Combat.

Benefit : When you are wielding a two-handed weapon or a one- Benefit : When you are mounted and use the charge action, you
handed weapon with two hands, and using the Power Attack feat, may move and attack as if with a standard charge and then move
you do not suffer Power Attack’s penalty on melee attack rolls on again (continuing the straight line of the charge). Your total
the first attack you make each turn. You still suffer the penalty on movement for the round can't exceed double your mounted speed.
any additional attacks, including attacks of opportunity. You and your mount do not provoke an attack of opportunity from
the opponent that you attack.
Appears In : Advanced Player's Guide
Spirited Charge Feat
Improved Spell Sharing Feat Your mounted charge attacks deal a tremendous amount of
Your link with your companion creature allows you to share your damage.
magic with it.
Prerequisites: Ride 1 rank, Mounted Combat, Ride-By Attack.
Prerequisite: Ability to acquire an animal companion, eidolon,
familiar, or special mount. Benefit : When mounted and using the charge action, you deal
double damage with a melee weapon (or triple damage with a
Benefit : When you are adjacent to or sharing a square with your lance).
companion creature and that companion creature has this feat, you
can cast a spell on yourself and divide the duration evenly between Weapon Focus (Lance) Feat
yourself and the companion creature. You can use this feat only on Choose one type of weapon. You can also choose unarmed strike
spells with a duration of at least 2 rounds. For example, you could or grapple (or ray, if you are a spellcaster) as your weapon for the
cast bull's strength on yourself, and instead of the spell lasting 1 purposes of this feat.
minute per level on yourself, it lasts 5 rounds per level on yourself
and 5 rounds per level on your companion. Prerequisites: Proficiency with selected weapon, base attack bonus
+1.
Once the spell is cast, you and the companion creature can move
farther apart without ending the effect. Benefit : You gain a +1 bonus on all attack rolls you make using
the selected weapon.
Appears In : Advanced Class Guide
Special : You can gain this feat multiple times. Its effects do not
Mounted Combat (1/round) Feat stack. Each time you take the feat, it applies to a new type of
You are adept at guiding your mount through combat. weapon.

Prerequisite: Ride 1 rank.


Finding Your Kin Trait
Benefit : Once per round when your mount is hit in combat, you Adding this feat will let you create your own feat with a name of
may attempt a Ride check (as an immediate action) to negate the your choice.
hit. The hit is negated if your Ride check result is greater than the
opponent's attack roll.
Focused Mind Trait
Your childhood was either dominated by lessons of some sort (be
Power Attack -2/+4 Feat they musical or academic) or by a horrible home life that
You can make exceptionally deadly melee attacks by sacrificing encouraged your ability to block out distractions to focus on the
accuracy for strength. immediate task at hand.
Prerequisites: Str 13, base attack bonus +1. Benefit : You gain a +2 trait bonus on concentration checks.
Benefit : You can choose to take a –1 penalty on all melee attack Appears In : Character Traits Web Enhancement, Advanced
rolls and combat maneuver checks to gain a +2 bonus on all melee Player's Guide Traits
damage rolls. This bonus to damage is increased by half (+50%) if
you are making an attack with a two-handed weapon, a one
handed weapon using two hands, or a primary natural weapon that Reactionary Trait
adds 1-1/2 times your Strength modifier on damage rolls. This You were bullied often as a child, but never quite developed an
bonus to damage is halved (–50%) if you are making an attack with offensive response. Instead, you became adept at anticipating
an off-hand weapon or secondary natural weapon. When your base sudden attacks and reacting to danger quickly. You gain a +2 trait
attack bonus reaches +4, and every 4 points thereafter, the penalty bonus to Initiative checks.
increases by –1 and the bonus to damage increases by +2. You
must choose to use this feat before making an attack roll, and its Appears In : Character Traits Web Enhancement, Advanced
effects last until your next turn. The bonus damage does not apply Player's Guide Traits
to touch attacks or effects that do not deal hit point damage.

Addition from Furious Focus : When you are wielding a two-


handed weapon or a one-handed weapon with two hands, and
using the Power Attack feat, you do not suffer Power Attack’s
penalty on melee attack rolls on the first attack you make each turn.
You still suffer the penalty on any additional attacks, including
attacks of opportunity.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at https://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.
Khal Fleaht – Abilities & Gear

Arcane Training Unknown Low-Light Vision Racial Ability,Senses


Half-elves occasionally seek tutoring to help them master the magic A creature with low-light vision can see twice as far as a human in
in their blood. Half-elves with this racial trait have only one favored starlight, moonlight, torchlight, and similar conditions of dim light. It
class, and it must be an arcane spellcasting class. They can use retains the ability to distinguish color and detail under these
spell trigger and spell completion items for their favored class as if conditions.
one level higher (or as a 1st-level character if they have no levels
in that class). This racial trait replaces the multitalented racial trait.
Bond Senses (10 rounds/day) (Su) Class Ability (Summoner (Unchained))
Appears In : Advanced Player's Guide, Advanced Race Guide At 2nd level, a summoner can, as a standard action, share the
senses of his eidolon, hearing, seeing, smelling, tasting, and
Eidolon Unknown touching everything the eidolon does. He can use this ability a
A summoner begins play with the ability to summon to his side a number of rounds per day equal to his summoner level. There is no
powerful outsider called an eidolon. The eidolon forms a link with maximum range to this effect, but the eidolon and the summoner
the summoner, who, forever after, summons an aspect of the same must be on the same plane. The summoner can end this effect as
creature. An eidolon has the same alignment as the summoner that a free action.
calls it and can speak all of his languages. Eidolons are treated as
summoned creatures, except that they are not sent back to their Eidolon Link (Ex) Class Ability (Summoner (Unchained))
home plane until reduced to a number of negative hit points equal A summoner and his eidolon share a mental link that allows for
to or greater than their Constitution score. In addition, due to its tie communication across any distance (as long as they are on the
to its summoner, an eidolon can touch and attack creatures warded same plane). This communication is a free action, allowing the
by protection from evil and similar effects that prevent contact with summoner to give orders to his eidolon at any time. In addition,
summoned creatures. magic items interfere with the summoner's connection to his
eidolon. As a result, the summoner and his eidolon share magic
A summoner can summon his eidolon in a ritual that takes 1 item slots. For example, if the summoner is wearing a ring, his
minute to perform. When summoned in this way, the eidolon hit eidolon can wear no more than one ring. In case of a conflict, the
points are unchanged from the last time it was summoned. The only items worn by the summoner remain active, and those used by the
exception to this is if the eidolon was slain, in which case it returns eidolon become dormant. The eidolon must possess the appropriate
with half its normal hit points. The eidolon does not heal naturally. appendages to utilize a magic item.
The eidolon remains until dismissed by the summoner (a standard
action). If the eidolon is sent back to its home plane due to death, Class Ability (Summoner (Unchained))
it cannot be summoned again until the following day. The eidolon Life Link (Su)
cannot be sent back to its home plane by means of dispel magic , At 1st level, a summoner forms a close bond with his eidolon.
but spells such as dismissal and banishment work normally. If the Whenever the eidolon takes enough damage to send it back to its
summoner is unconscious, asleep, or killed, his eidolon is home plane, as a reaction to the damage, the summoner can
immediately banished. sacrifice any number of hit points he has without using an action.
Each hit point sacrificed in this way prevents 1 point of damage
The eidolon takes a form shaped by the summoner's desires. The dealt to the eidolon. This can prevent the eidolon from being sent
eidolon's Hit Dice, saving throws, skills, feats, and abilities are tied back to its home plane.
to the summoner's class level and increase as the summoner gains
levels. In addition, each eidolon receives a pool of evolution points, In addition, the eidolon and the summoner must remain within 100
based on the summoner's class level, that can be used to give the feet of one another for the eidolon to remain at full strength. If the
eidolon different abilities and powers. Whenever the summoner eidolon is beyond 100 feet but closer than 1,000 feet, its current
gains a level, he must decide how these points are spent, and they and maximum hit point totals are reduced by 50%. If the eidolon is
are set until he gains another level of summoner. 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
The eidolon's physical appearance is up to the summoner, but it more than 10,000 feet away, it is immediately returned to its home
always appears as some sort of fantastical creature. This control is plane. Current hit points lost in this way are not restored when the
not fine enough to make the eidolon appear like a specific creature. eidolon gets closer to its summoner, but its maximum hit point total
The eidolon also bears a glowing rune that is identical to a rune does climb to the levels indicated and eventually returns to normal.
that appears on the summoner's forehead as long as the eidolon is
summoned. While this rune can be hidden through mundane Maker's Call/Transposition (2/day) (Su) Class Ability (Summoner (Unchained))
means, it cannot be concealed through magic that changes At 6th level, as a standard action, a summoner can call his eidolon
appearance, such as alter self or polymorph (although invisibility to his side. This functions as dimension door , using the
does conceal it as long as the spell lasts). summoner’s caster level. When this ability is used, the eidolon
appears adjacent to the summoner (or as close as possible if all
Some abilities, such as the Defending Eidolon feat, have different adjacent spaces are occupied). If the eidolon is out of range, the
effects if your eidolon is nearby or adjacent to you. Select the ability is wasted. The summoner can use this ability once per day at
appropiate checkbox to let Hero Lab know where your eidolon is 6th level, plus one additional time per day for every four levels
relative to you in this regard. beyond 6th.

Elf Blood Racial Ability (Half-Elf) Addition from Transposition : At 8th level, a summoner can use
Half-elves count as both elves and humans for any effect related to his maker's call ability to swap locations with his eidolon. If it is
race. larger than him, he can appear in any square occupied by the
eidolon. The eidolon must occupy the square that was occupied by
the summoner if able, or as close as possible if it is not able.
Elven Immunities Racial Ability (Half-Elf)
+2 racial bonus on saving throws against enchantment spells and
effects.

Elven Immunities - Sleep Unknown


You are immune to magic sleep effects.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at https://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.
Khal Fleaht – Abilities & Gear

Share Spells with Eidolon (Ex) Class Ability (Summoner (Unchained))Ring of protection +2 Ring
The summoner may cast a spell with a target of "You" on his This ring offers continual magical protection in the form of a
eidolon (as a spell with a range of touch) instead of on himself. A deflection bonus of +2 to AC.
summoner may cast spells on his eidolon even if the spells
normally do not affect creatures of the eidolon's type (outsider). Construction
Spells cast in this way must come from the summoner spell list. Requirements: Forge Ring, shield of faith , caster must be of a
This ability does not allow the eidolon to share abilities that are not level at least three times the bonus of the ring; Cost 4,000 gp
spells, even if they function like spells.

Shield Ally (Ex) Class Ability (Summoner (Unchained))Belt of physical perfection +4 Wondrous Item (Belt)
At 4th level, whenever a summoner is within his eidolon’s reach, This belt has a large platinum buckle, usually depicting the image of
the summoner gains a +2 shield bonus to his Armor Class and a a titan. The belt grants the wearer an enhancement bonus to all
+2 circumstance bonus on his saving throws. This bonus does not physical ability scores (Strength, Dexterity, and Constitution) of +4.
apply if the eidolon is grappled, helpless, paralyzed, stunned, or Treat this as a temporary ability bonus for the first 24 hours the
unconscious. belt is worn.

At 12th level, whenever an ally is within reach of the summoner’s Construction


eidolon, the ally gains a +2 shield bonus to its Armor Class and a Requirements: Craft Wondrous Item, bear’s endurance , bull’s
+2 circumstance bonus on its saving throws. If this ally is the strength, cat’s grace ; Cost 32,000 gp
summoner, these bonuses increase to +4. This bonus does not
apply if the eidolon is grappled, helpless, paralyzed, stunned, or Bracers of armor +8 Wondrous Item (Wrist)
unconscious. These items appear to be wrist or arm guards. They surround the
wearer with an invisible but tangible field of force, granting him an
Summon Monster V (6/day) (Sp) Class Ability (Summoner (Unchained)) armor bonus of +8, just as though he were wearing armor. Both
At 1st level, a summoner can cast summon monster I as a spell-like bracers must be worn for the magic to be effective.
ability a number of times per day equal to 3 + his Charisma
modifier. Drawing on this ability uses up the same power that the Construction
summoner uses to call his eidolon. As a result, he can use this Requirements: Craft Wondrous Item, mage armor , creator’s caster
ability only when his eidolon is not summoned. He can cast this level must be at least two times that of the bonus placed in the
spell as a standard action, and the creatures remain for 1 minute bracers; Cost 32,000 gp
per level (instead of 1 round per level). At 3rd level, and every 2
levels thereafter, the power of this ability increases by 1 spell level, Cloak of resistance +3 Wondrous Item (Shoulders)
allowing him to summon more powerful creatures (to a maximum of Flecks of silver or steel are often sown amid the fabric of these
summon monster IX at 17th level). At 19th level, this ability can be magical cloaks. This garment offers magic protection in the form of
used as gate or summon monster IX . If used as gate, the a +3 resistance bonus on all saving throws (Fortitude, Reflex, and
summoner must pay any required material components. A Will).
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 Construction
existing summon monster or gate from this spell-like ability Requirements: Craft Wondrous Item, resistance, creator’s caster
immediately ends. These summon spells are considered to be part level must be at least three times the cloak’s bonus; Cost 4,500 gp
of the summoner’s spell list for the purposes of spell trigger and
spell completion items. In addition, the summoner can expend uses
of this ability to fulfill the construction requirements of any magic
Headband of alluring charisma +2 Wondrous Item (Headband)
item he creates, so long as he can use this ability to cast the This attractive silver headband is decorated with a number of small
required spell. red and orange gemstones. The headband grants the wearer an
enhancement bonus to Charisma of +2. Treat this as a temporary
ability bonus for the first 24 hours the headband is worn.
Grayflame (Auraborialus) Weapon Power Construction
This weapon responds to channeled positive or negative energy. Requirements: Craft Wondrous Item, eagle’s splendor ; Cost 2,000
When the wielder spends a swift action to channel energy through gp
the weapon, it ignites with a strange gray flame that sheds light as
a torch, increases the weapon’s enhancement bonus by +1, and
deals +1d6 damage (as the divine power from flame strike ) to Life link badge Wondrous Item
creatures struck by the weapon. This flame lasts for 1 round for When this plain leather badge is sewn onto a summoner's armor or
every d6 damage or healing the channeling normally provides. clothing, a faded image of his summoner rune appears on its
When charged with positive energy, the flame is a silvery gray, surface. The summoner can add charges to the badge by
good creatures are immune to the weapon’s extra damage, and the expending summoner spells slots; the badge gains charges equal to
weapon counts as a good and silver weapon for the purpose of the spell level of the slot expended (maximum 5 charges). Adding
bypassing damage reduction. When charged with negative energy, charges to the badge is a standard action (regardless of the spell
the flame is an ashen gray, evil creatures are immune to the level expended). When the summoner uses his life link ability,
weapon’s extra damage, and the weapon counts as an evil and instead of sacrificing his own hit points, he may expend charges
cold iron weapon for the purpose of bypassing damage reduction. from the badge to heal the eidolon 1d6 hit points per charge. The
summoner does not have to decide how many charges are spent
Construction beforehand (he may expend one charge, roll, and decide whether
Requirements: Craft Magic Arms and Armor, Channel Smite, align or not to spend more charges for more healing). All charges in the
weapon ; Cost +1 Bonus badge are lost when the summoner readies spells after resting.

Appears In : Advanced Player's Guide, Ultimate Equipment Construction


Requirements Craft Wondrous Item, rejuvenate eidolon (Advanced
Player's Guide ); Cost 3,000 gp

Appears In : Ultimate Equipment

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Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.
Spells & Powers Sourcebooks Used
Summoner (Unchained) spells known (CL 10th; • Advanced Class Guide - Improved Spell Sharing (feat)
concentration +15) • Advanced Player's Guide - Create Pit (spell); Evolution
Melee Touch +14 Ranged Touch +8 Surge, Greater (spell); Evolution Surge, Lesser (spell);
4th (1/day)—greater evolution surge APG (DC 17), greater Furious Focus (feat); Rejuvenate Eidolon, Lesser (spell)
invisibility • Advanced Player's Guide / Advanced Race Guide -
3rd (4/day) —haste, greater magic fang , tongues, water Ancestral Arms (alternate racial trait); Arcane Training
breathing (alternate racial trait)
2nd (5/day) —barkskin, bull's strength , create pit APG (DC • Advanced Player's Guide / Ultimate Equipment -
15), lesser evolution surge APG (DC 15), glitterdust (DC 15) Grayflame (item power)
1st (6/day) —enlarge person (DC 14), grease, mage • Advanced Player's Guide Traits / Character Traits
armor, lesser rejuvenate eidolon APG, shield Web Enhancement - Focused Mind (trait); Reactionary
0th (at will) —detect magic , guidance, mage hand , (trait)
message, open/close (DC 13), read magic • Ultimate Equipment - Life link badge (equipment)
• Unchained Classes - Summoner (Unchained) (class)
Companions
Roach (Deamon Winged Lion) CR –
Female quadruped
N Medium outsider (daemon)
Init +4; Senses darkvision 60 ft.; Perception +11
—————
Defense
—————
AC 28, touch 16, flat-footed 24 (+2 deflection, +4 Dex,
+12 natural)
hp 57 (8d10+16)
Fort +8, Ref +10, Will +2 (+4 morale bonus vs.
enchantment spells and effects); +4 bonus vs. death
effects, disease, and poison
Defensive Abilities evasion; Resist acid 15, cold 10,
electricity 10, fire 10
—————
Offense
—————
Speed 40 ft.
Melee bite +16 (1d6+8), 2 claws +17 (1d6+8), gore +16
(1d6+8)
—————
Statistics
—————
Str 20, Dex 18, Con 15, Int 7, Wis 10, Cha 11
Base Atk +8; CMB +13; CMD 29
Feats Improved Natural Attack (claw), Lunge, Power
Attack, Weapon Focus (claw)
Skills Acrobatics +15 (+19 to jump), Climb +12, Escape
Artist +8, Fly +15, Perception +11, Sense Motive +4,
Stealth +9
Languages Common
SQ daemon save bonus, devotion
Other Gear amulet of mighty fists +3 , ring of protection
+2

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Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.
Title - Khal Fleaht (Adventure Journal)
Date (game world) : 0000/00/00; Date (real world) : 2019/07/26
XP Reward : 0 XP; Net Cash : -3620 pp, 4000 gp

- no notes -

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at https://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.
Roach (Deamon Winged Lion)
Female quadruped - CL8 - CR 8
True Neutral Outsider (Daemon); Atheist; Age: 400; Height:
7'; Weight: 300 lb.; Eyes: Blue; Hair: Black; Skin: Black
Ability Score Modifier Temporary

STR 20 +5
STRENGTH

DEX 18 +4
DEXTERITY

CON 15 +2
CONSTITUTION

INT 7 -2
INTELLIGENCE

WIS 10 0
WISDOM

CHA 11 0
CHARISMA

Saving Throw Total Base Ability Resist Misc Temp Notes

FORTITUDE +8 = +6 +2
(CONSTITUTION)
Daemon Save Bonus : +4 bonus vs. death effects, disease, Skill Name Total Ability Ranks Temp
and poison Acrobatics +15 DEX (4) 8
REFLEX Speed greater/less than 30 ft. : +4 to jump
+10 = +6 +4
(DEXTERITY)
Daemon Save Bonus : +4 bonus vs. death effects, disease, Appraise -2 INT (-2) -
and poison -
Bluff +0 CHA (0)
WILL +2 = +2 Climb +12 STR (5) 4
(WISDOM)
Devotion: +4 morale bonus vs. enchantment spells and
effects, Daemon Save Bonus : +4 bonus vs. death effects,
Diplomacy +0 CHA (0) -
disease, and poison Disable Device - DEX (4) -
Energy Resistance, Acid (15) Energy Resistance, Electricity (10) Disguise +0 CHA (0) -
Energy Resistance, Cold (10) Energy Resistance, Fire (10) Escape Artist +8 DEX (4) 1
Total Armor Shield Dex Size Natur Deflec Dodge Misc Fly +15 DEX (4) 8
AC 28 = +4 +12 +2 Handle Animal - CHA (0) -
10
Touch AC 16 Flat-Footed AC 24 Heal +0 WIS (0) -
BAB Strength Size Misc
Intimidate +0 CHA (0) -
CM Bonus +13 = +8 +5 - - Linguistics - INT (-2) -
BAB Strength Dexterity Size Perception +11 WIS (0) 8
CM Defense 29 = 10 +8 +5 +4 - Ride +4 DEX (4) -
Sense Motive +4 WIS (0) 1
Base Attack +8 HP 57 Sleight of Hand - DEX (4) -
Damage / Current HP
Spellcraft - INT (-2) -
Initiative +4
Stealth +9 DEX (4) 2
Survival +0 WIS (0) -
Speed 40 ft
Swim +5 STR (5) -
+3 bite (Bite) Use Magic Device - CHA (0) -
Main hand: +16, 1d6+8 Crit: ×2
Light, B/P/S Feats
Improved Natural Attack (+3 claw x2 [Claws])
+3 claw x2 (Claws) The damage of a natural attack increases by one step.

Main hand: +17/+17, 1d6+8 Crit: ×2 Lunge


Can increase reach by 5 ft, but take -2 to AC for 1 rd.
Light, B/S
Power Attack -3/+6
+3 gore (Gore) You can subtract from your attack roll to add to your damage.

Main hand: +16, 1d6+8 Crit: ×2 Weapon Focus (Claw)


You gain a +1 bonus on all attack rolls you make using the selected weapon.
Light, P

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Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.
Gear Experience & Wealth
Total Weight Carried: 0/600 lbs, Light Load Current Cash: You have no money!
(Light: 199.5 lbs, Medium: 399 lbs, Heavy: 600
lbs)
Amulet of mighty fists +3 -
Money -
Ring of protection +2 -
Special Abilities
Daemon Save Bonus
At 1st level, daemon eidolons gain a +4 bonus on saving throws against death
effects, disease, and poison.

At 12th level, they gain immunity to death effects, disease, and poison.
Darkvision (60 feet)
A creature with darkvision can see in total darkness, usually to a range of 60 feet.
Within this range the creature can see as clearly as a sighted creature could see
in an area of bright light. Darkvision is black and white only but otherwise like
normal sight.
Devotion +4 (Ex)
An eidolon gains a +4 morale bonus on Will saves against enchantment spells and
effects.
Eidolon Link (Ex)
A summoner and his eidolon share a mental link that allows for 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
Evasion
connection(Ex)to his eidolon. As a result, the summoner and his eidolon share magic
If exposed
item to any
slots. For effect that
example, if thenormally
summoner allows you to attempt
is wearing a Reflex
a ring, his saving
eidolon throw
can wear
for
no more than oneyou
half damage, take
ring. no damage
In case with athe
of a conflict, successful saving
items worn throw.
by the summoner
remain (Ex)
Mount active, and those used by the eidolon become dormant. The eidolon must
possess the is
The eidolon appropriate appendages
properly skilled to utilize
and formed a magic
to serve as aitem.
combat-trained mount.
The eidolon must be at least one size category larger than its rider. Requirements:
Daemon, demon, devil, elemental, or protean subtype; quadruped or serpentine
base form.
Pounce (Ex)
The eidolon gains quick reflexes, allowing it to make a full attack after a charge.
Requirements: Summoner level 7th, quadruped base form.
Share Spells with Eidolon (Ex)
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 may cast spells on his
eidolon even if the spells normally do not affect creatures of the eidolon's type
(outsider). Spells cast in this way must come from the summoner spell list. This
ability does not allow the eidolon to share abilities that are not spells, even if they
function like spells. Languages
Common
Sourcebooks Used
(none)

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at https://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.
Roach (Deamon Winged Lion) – Abilities & Gear

Improved Natural Attack (+3 claw x2 [Claws]) Feat Energy Resistance, Electricity (10) Unknown
Attacks made by one of this creature's natural attacks leave vicious You have the specified Energy Resistance against Electricity
wounds. attacks.

Prerequisite: Natural weapon, base attack bonus +4. Energy Resistance, Fire (10) Unknown
You have the specified Energy Resistance against Fire attacks.
Benefit : Choose one of the creature’s natural attack forms (not an
unarmed strike). The damage for this natural weapon increases by
one step, as if the creature’s size had increased by one category: Class Ability (Eidolon Benefits)
1d2, 1d3, 1d4, 1d6, 1d8, 2d6, 3d6, 4d6, 6d6, 8d6, 12d6. Daemon Save Bonus
At 1st level, daemon eidolons gain a +4 bonus on saving throws
A weapon or attack that deals 1d10 points of damage increases as against death effects, disease, and poison.
follows: 1d10, 2d8, 3d8, 4d8, 6d8, 8d8, 12d8.
At 12th level, they gain immunity to death effects, disease, and
poison.
Lunge Feat
You can strike foes that would normally be out of reach. Class Ability (Eidolon Benefits)
Devotion +4 (Ex)
Prerequisites: Base attack bonus +6. An eidolon gains a +4 morale bonus on Will saves against
enchantment spells and effects.
Benefit : You can increase the reach of your melee attacks by 5
feet until the end of your turn by taking a –2 penalty to your AC Eidolon Link (Ex) Class Ability (Eidolon Benefits)
until your next turn. You must decide to use this ability before any A summoner and his eidolon share a mental link that allows for
attacks are made. communication across any distance (as long as they are on the
same plane). This communication is a free action, allowing the
Power Attack -3/+6 Feat summoner to give orders to his eidolon at any time. In addition,
You can make exceptionally deadly melee attacks by sacrificing magic items interfere with the summoner's connection to his
accuracy for strength. eidolon. As a result, the summoner and his eidolon share magic
item slots. For example, if the summoner is wearing a ring, his
Prerequisites: Str 13, base attack bonus +1. eidolon can wear no more than one ring. In case of a conflict, the
items worn by the summoner remain active, and those used by the
Benefit : You can choose to take a –1 penalty on all melee attack eidolon become dormant. The eidolon must possess the appropriate
rolls and combat maneuver checks to gain a +2 bonus on all melee appendages to utilize a magic item.
damage rolls. This bonus to damage is increased by half (+50%) if
you are making an attack with a two-handed weapon, a one Evasion (Ex) Class Ability (Eidolon Benefits)
handed weapon using two hands, or a primary natural weapon that If exposed to any effect that normally allows you to attempt a
adds 1-1/2 times your Strength modifier on damage rolls. This Reflex saving throw for half damage, you take no damage with a
bonus to damage is halved (–50%) if you are making an attack with successful saving throw.
an off-hand weapon or secondary natural weapon. When your base
attack bonus reaches +4, and every 4 points thereafter, the penalty Mount (Ex) Class Ability (Summoner,Summoner (Unch
increases by –1 and the bonus to damage increases by +2. You The eidolon is properly skilled and formed to serve as a combat-
must choose to use this feat before making an attack roll, and its trained mount. The eidolon must be at least one size category
effects last until your next turn. The bonus damage does not apply larger than its rider. Requirements: Daemon, demon, devil,
to touch attacks or effects that do not deal hit point damage. elemental, or protean subtype; quadruped or serpentine base form.

Weapon Focus (Claw) Feat Pounce (Ex) Class Ability (Summoner (Unchained))
Choose one type of weapon. You can also choose unarmed strike The eidolon gains quick reflexes, allowing it to make a full attack
or grapple (or ray, if you are a spellcaster) as your weapon for the after a charge. Requirements: Summoner level 7th, quadruped base
purposes of this feat. form.
Prerequisites: Proficiency with selected weapon, base attack bonus Class Ability (Eidolon Benefits)
+1. Share Spells with Eidolon (Ex)
The summoner may cast a spell with a target of "You" on his
Benefit : You gain a +1 bonus on all attack rolls you make using eidolon (as a spell with a range of touch) instead of on himself. A
the selected weapon. summoner may cast spells on his eidolon even if the spells
normally do not affect creatures of the eidolon's type (outsider).
Special : You can gain this feat multiple times. Its effects do not Spells cast in this way must come from the summoner spell list.
stack. Each time you take the feat, it applies to a new type of This ability does not allow the eidolon to share abilities that are not
weapon. spells, even if they function like spells.

Darkvision (60 feet) Racial Ability,Senses Ring of protection +2 Ring


A creature with darkvision can see in total darkness, usually to a This ring offers continual magical protection in the form of a
range of 60 feet. Within this range the creature can see as clearly deflection bonus of +2 to AC.
as a sighted creature could see in an area of bright light.
Darkvision is black and white only but otherwise like normal sight. Construction
Requirements: Forge Ring, shield of faith , caster must be of a
level at least three times the bonus of the ring; Cost 4,000 gp
Energy Resistance, Acid (15) Unknown
You have the specified Energy Resistance against Acid attacks.

Energy Resistance, Cold (10) Unknown


You have the specified Energy Resistance against Cold attacks.

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Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.
Roach (Deamon Winged Lion) – Abilities & Gear

Amulet of mighty fists +3 Wondrous Item (Neck)


This amulet grants an enhancement bonus of +3 on attack and
damage rolls with unarmed attacks and natural weapons. The
enhancement bonus from an amulet of mighty fists does allow
natural attacks and unarmed strikes to bypass damage reduction if
the enhancement bonus is at least +3 (as with other weapons, see
page 562 of the Core Rulebook).

Construction
Requirements: Craft Wondrous Item, greater magic fang , creator’s
caster level must be at least three times the amulet’s bonus; Cost
18,000 gp

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at https://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.
Title - Roach (Deamon Winged Lion) (Adventure Journal)
Date (game world) : 0000/00/00; Date (real world) : 2019/07/26
XP Reward : 0 XP; Net Cash :

- no notes -

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at https://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.

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