NPC: 这才是肉。。。
RONT
CR —
Male Eidolon Eidolon 4
None Medium outsider
Init +2; Senses Darkvision (60 ft.), Perception +7,
Temporary Bonuses Applied Mage Armor,
DEFENSE
AC 26, touch 12, flat-footed 24 (+2 Dex, +10 natural, +4 magic armor)
hp 30 (4d10)+4
Fort +5, Ref +3, Will +4, +4 bonus on saving throws against poison and petrification.
Resistances Cold 10, Electricity 10, Sonic 10,
OFFENSE
Speed 30 ft.
Melee claw +8/+8/+8/+8 (1d8+4)
STATISTICS
Str 19, Dex 14, Con 13, Int 7, Wis 10, Cha 11
Base Atk +4; CMB +8; CMD 20
Feats Improved Natural Attack (Claw), Power Attack
Skills Acrobatics +6, Appraise -2, Artistry -2, Climb +4, Craft (Untrained) -2, Disable Device +17, Escape Artist +6, Fly +2, Perception +7, Ride +2, Sense Motive +4, Stealth +6, Survival +15, Swim +4,
SQ Ability Score Increase, Claws Arms, Claws Legs, Darkvision, Eidolon Progession Lv.1, Eidolon Progession Lv.4, Evasion, Improved Damage (Claw), Improved Natural Armor (2x), Limbs (Arms), Limbs (Legs), Link, Resistance, Share Spells, Skilled (Disable Device, Survival),
Possessions
剧透 - :
SPECIAL ABILITIES
Ability Score Increase (Ex) The eidolon adds 1 to one of its ability scores.
Agathion Patient and enlightened liaisons of the good-aligned Outer Planes, agathion eidolons seek to vanquish evil and protect that which is good. Agathion eidolons always have aspects of a single animal or creature, rather than a hodgepodge of several. Though they have patience for summoners with unorthodox methods and even those who stray from the path of good, they will not brook their powers being used for evil ends. An agathion eidolon seeks to bring its summoner closer to its own enlightenment.
Agathion Base Form ~ Biped
Biped
Claws Arms (Ex) The eidolon has a pair of vicious claws at the end of its limbs, giving it two claw attacks.
Claws Legs (Ex) The eidolon has a pair of vicious claws at the end of its limbs, giving it two claw attacks.
Strength
Darkvision (Ex) Range 60 ft.; Darkvision is the extraordinary ability to see with no light source at all, out to a range specified for the creature. Darkvision is black and white only (colors cannot be discerned). It does not allow characters to see anything that they could not see otherwise-invisible objects are still invisible, and illusions are still visible as what they seem to be. Likewise, darkvision subjects a creature to gaze attacks normally. The presence of light does not spoil darkvision.
Eidolon Progession Lv.1 Starting at 1st level, agathion eidolons gain the resistance (electricity) evolution. They also gain a +4 bonus on saving throws against poison and petrification.
Eidolon Progession Lv.4 At 4th level, agathion eidolons gain cold resistance 10 and sonic resistance 10.
Evasion (Ex) If the eidolon is subjected to an attack that normally allows a Reflex save for half damage, it takes no damage if it succeeds at its saving throw.
Improved Damage (Claw) (Ex) One of the eidolon's natural attacks is particularly deadly. Select one natural attack form and increase the damage die by one step. This evolution can be selected more than once. Its effects do not stack. Each time the eidolon selects this evolution, it applies to a different natural attack.
Improved Natural Armor (2x) (Ex) The eidolon's hide grows thick fur, rigid scales, or bony plates, giving it a +2 bonus to its natural armor. This evolution can be taken once, plus one additional time for every 5 levels the summoner possesses. Each additional time it's taken, the bonus increases by 2.
Limbs (Arms) (Ex) The eidolon grows an additional pair of limbs. These limbs can take one of two forms. They can be made into legs, complete with feet. Each pair of legs increases the eidolon's base speed by 10 feet. Alternatively, they can be made into arms, complete with hands. The eidolon does not gain any additional natural attacks for an additional pair of arms, but it can take other evolutions that add additional attacks (such as claws or slam). Arms that have hands can be used to wield weapons, if the eidolon is proficient. This evolution can be selected more than once.
Limbs (Legs) (Ex) The eidolon grows an additional pair of limbs. These limbs can take one of two forms. They can be made into legs, complete with feet. Each pair of legs increases the eidolon's base speed by 10 feet. Alternatively, they can be made into arms, complete with hands. The eidolon does not gain any additional natural attacks for an additional pair of arms, but it can take other evolutions that add additional attacks (such as claws or slam). Arms that have hands can be used to wield weapons, if the eidolon is proficient. This evolution can be selected more than once.
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 connection to his eidolon. As a result, the summoner and his eidolon share magic item slots. For example, if the summoner is wearing a ring, his 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 eidolon become dormant. The eidolon must possess the appropriate appendages to use a magic item.
Resistance (Ex) The eidolon's form takes on a resiliency to one particular energy type, which is usually reflected in its physical body (ashen hide for fire, icy breath for cold, and so on). Select one energy type (acid, cold, electricity, fire, or sonic). The eidolon gains resistance 5 against that energy type. This resistance increases by 5 for every 5 levels the summoner possesses, to a maximum of 15 at 10th level. This evolution can be selected more than once. Its effects do not stack. Each time the eidolon selects this evolution, it applies to a different energy type.
Resistance to Cold (Ex) You may ignore 10 points of Cold damage each time you take cold damage.
Resistance to Electricity (Ex) You may ignore 10 points of Electricity damage each time you take electricity damage.
Resistance to Sonic (Ex) You may ignore 10 points of Sonic damage each time you take sonic damage.
Share Spells (Ex) The summoner can 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 can 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.
Skilled (Disable Device, Survival) (Ex) The eidolon becomes especially adept at a specific skill, gaining a +8 racial bonus on that skill. This evolution can be selected more than once. Its effects do not stack. Each time the eidolon selects this evolution, it applies to a different skill.
Skills (Acrobatics, Disable Device, Escape Artist, Survival)
以下是赠送
HEIAN AMASTACIA
CR 4
Male Half-Elf Summoner 5
None Medium humanoid (elf, human)
Init +8; Senses Low-Light Vision, Perception +2,
DEFENSE
AC 12, touch 12, flat-footed 10 (+2 Dex, )
hp 36 (5d8)+10
Fort +3, Ref +3, Will +4, +2 vs. enchantment spells and effects
OFFENSE
Speed 30 ft.
CLASS Spell-Like Abilities: summon monster iii ( 7/Day)
Known Summoner Spells (CL 5th, concentration +9):
2nd (3/day) - barkskin , evolution surge, lesser (DC 16) , invisibility (DC 16)
1st (5/day) - mage armor (DC 15) , protection from evil (DC 15) , rejuvenate eidolon, lesser , shield (DC )
0th (at will) - detect magic , guidance (DC 14) , mage hand , mending (DC 14) , read magic (DC ) , resistance (DC 14)
STATISTICS
Str 8, Dex 14, Con 14, Int 14, Wis 10, Cha 18
Base Atk +3; CMB +2; CMD 14
Feats Extra Evolution (2x), Improved Initiative, Skill Focus (Knowledge (Planes))
Skills Acrobatics +2, Appraise +2, Artistry +2, Bluff +4, Climb -1, Craft (Untrained) +2, Diplomacy +4, Disguise +4, Escape Artist +2, Fly +2, Handle Animal +8, Intimidate +4, Knowledge (Arcana) +7, Knowledge (Dungeoneering) +6, Knowledge (Engineering) +7, Knowledge (History) +6, Knowledge (Local) +6, Knowledge (Nature) +7, Knowledge (Nobility) +6, Knowledge (Planes) +10, Knowledge (Religion) +6, Linguistics(Draconic) +6, Perception +2, Perform (Untrained) +4, Ride +2, Spellcraft +9, Stealth +2, Swim -1, Use Magic Device +8,
Languages Common, Draconic, Elven, Sylvan
SQ Adaptability, Arcane Training, Bond Senses, Bonus Eidolon Evolution (5x), Cantrips, Eidolon, Elf Blood, Elven Immunities, Keen Senses, Life Link, Low-Light Vision, Shield Ally, Skills, Summon Monster I, Weapon and Armor Proficiency,
Possessions
剧透 - :
SPECIAL ABILITIES
Adaptability (Ex) Half-elves receive Skill Focus as a bonus feat at 1st level.
Arcane Training 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 1 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 (Su) 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 summoner must be on the same plane. The summoner can end this effect as a free action.
Bonus Eidolon Evolution (5x) Add +1/4 to the eidolon's evolution pool.
Cantrips A summoner learns a number of cantrips, or 0-level spells, as noted on Table 1-5. These spells are cast like any other spell, but they do not consume any slots and may be used again. Cantrips prepared using other spell slots (due to metamagic feats, for example) consume spell slots as normal.
Eidolon
Eidolon A summoner 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. Each eidolon has a subtype, chosen when the eidolon is first summoned, that determines its origin and many of its abilities. An eidolon must be within one alignment step of the summoner who calls it (so a neutral good summoner can call a neutral, lawful good, or chaotic good eidolon) and can speak all of his languages. An eidolon is treated as a summoned creature, except 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 its summoner, an eidolon can touch and attack creatures warded by protection from evil and similar effects that prevent contact with summoned creatures. A summoner can summon his eidolon in a ritual that takes 1 minute to perform. When summoned in this way, the eidolon's hit points are unchanged from the last time it was summoned. The only exception to this is if the eidolon was slain, in which case it returns with half its normal hit points. The eidolon does not heal naturally. The eidolon remains until dismissed by the summoner (a standard action). If the eidolon is sent back to its home plane due to death, it cannot be summoned again until the following day. The eidolon cannot be sent back to its home plane by means of dispel magic, but spells such as dismissal and banishment function normally. If the summoner is unconscious, asleep, or killed, his eidolon is immediately banished. The eidolon takes a form shaped by the summoner's desires. The eidolon's Hit Dice, saving throws, skills, feats, and abilities are tied to the summoner's class level and increase as the summoner gains levels. In addition, each eidolon gains a pool of evolution points based on the summoner's class level that can be used to give the eidolon different abilities and powers. Whenever the summoner gains a level, he must decide how these points are spent, and they are set until he gains another level of summoner. The eidolon's physical appearance is up to the summoner, but it always appears as some sort of fantastical creature appropriate to its subtype. This control is not fine enough to make the eidolon appear like a specific creature. The eidolon also bears a glowing rune that is identical to a rune that appears on the summoner's forehead as long as the eidolon is summoned. While this rune can be hidden through mundane means, it cannot be concealed through magic that changes appearance, such as alter self or polymorph (although invisibility does conceal it as long as the spell lasts).
Elf Blood (Ex) Half-elves count as both elves and humans for any effect related to race.
Elven Immunities (Ex) Half-elves are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects.
Elven Reflexes One of your parents was a member of a wild elven tribe, and you've inherited a portion of your elven parent's quick reflexes. You gain a +2 trait bonus on Initiative checks.
Keen Senses (Ex) Half-elves receive a +2 bonus on Perception skill checks.
Life Link (Su) 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, as a reaction to the damage, the summoner can sacrifice any number of hit points he has without using an action. Each hit point sacrificed in this way prevents 1 point of damage dealt 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 climb to the levels indicated and eventually returns to normal.
Low-Light Vision (Ex) You can see x2 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.
No Racial Subtype You have chosen no racial subtype.
Shield Ally (Ex) At 4th level, whenever a summoner is within his eidolon's reach, the summoner gains a +2 shield bonus to his Armor Class and a +2 circumstance bonus on his saving throws. This bonus does not apply if the eidolon is grappled, helpless, paralyzed, stunned, or unconscious.
Skills
Summon Monster I (Sp) 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 on this ability uses up the same power that the summoner uses to call his eidolon. As a result, he can use this ability only 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 1 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 from this spell-like ability immediately ends. These summon spells are considered to be part 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 item he creates, so long as he can use this ability to cast the required spell.
Weapon and Armor Proficiency Summoners are proficient with all simple weapons and 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 summoner still incurs the normal arcane spell failure chance for arcane spells granted by other classes.