Weapon | ATB | Kind | Dmg | Crit | Notice |
---|---|---|---|---|---|
Morningstar | +2 | Meele | 1d8 | x2 | +0 bei DW |
Mace, light | +2 | Meele | 1d6 | x2 | +0 bei DW |
Bite | +2 | Meele | 1d6 | x2 | -3 mit anderen Waffen |
Attribute | Att-Mod | Tep Attr | Temp. Attr.-Mod | |
---|---|---|---|---|
Str | 14 | +2 | 14 | +2 |
Dex | 16 | +3 | 16 | +3 |
Con | 12 | +1 | 12 | +1 |
Int | 14 | +2 | 14 | +2 |
Wis | 10 | +0 | 10 | +0 |
Cha | 14 | +2 | 14 | +2 |
Item | Ammount | Weight (lb) | Cost (gp) |
---|---|---|---|
Morningstar | 1 | 6 | 8 |
Mace, light | 1 | 4 | 5 |
Studded leather | 1 | 20 | 25 |
Spell component pouch | 1 | 2 | 5 |
Traveler outfit | 1 | 5 | 1 |
Pouch, belt | 1 | 0,5 | 1 |
╔Backpack (empty) | 1 | 2 | 2 |
╟ Bedroll | 1 | 5 | 0,1 |
╟ Waterskin | 1 | 4 | 1 |
╟ Flint and steel | 1 | - | 1 |
╟ Ausweispapiere mit Bild | 1 | - | 5 |
╟ Reisepapiere für Aundair | 1 | - | 0,2 |
╙ Rations, trait (per day) | 2 | 2 | 1 |
Level | Spells Known | Spells per Day | DC |
---|---|---|---|
0th | 4 | at will | 12 |
1st | 2 | 1+1 | 13 |
Acid Splash |
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School conjuration (creation) [acid] Casting Time 1 standard action Components V, S Range close (25 ft. + 5 ft./2 levels) Effect one missile of acid Duration instantaneous Saving Throw no Spell Resistance no You fire a small orb of acid at the target. You must succeed on a ranged touch attack to hit your target. The orb deals 1d3 points of acid damage. This acid disappears after 1 round. |
Arcane Mark |
School universal Casting Time 1 standard action Components V, S Range touch Target one personal rune or mark, all of which must fit within 1 sq. ft. Durationpermanent Saving Throw no Spell Resistance no This spell allows you to inscribe your personal rune or mark, which can consist of no more than six characters. The writing can be visible or invisible. An arcane mark spell enables you to etch the rune upon any substance without harm to the material upon which it is placed. If an invisible mark is made, a detect magic spell causes it to glow and be visible, though not necessarily understandable. See invisibility, true seeing, a gem of seeing, or a robe of eyes likewise allows the user to see an invisible arcane mark. A read magic spell reveals the words, if any. The mark cannot be dispelled, but it can be removed by the caster or by an erase spell. If an arcane mark is placed on a living being, the effect gradually fades in about a month. Arcane mark must be cast on an object prior to casting instant summons on the same object (see that spell description for details). |
Detect Magic |
School divination Casting Time 1 standard action Components V, S Range 60 ft. Area cone-shaped emanation Duration concentration, up to 1 min./level (D) Saving Throw none Spell Resistance no You detect magical auras. The amount of information revealed depends on how long you study a particular area or subject. 1st Round: Presence or absence of magical auras. 2nd Round: Number of different magical auras and the power of the most potent aura. 3rd Round: The strength and location of each aura. If the items or creatures bearing the auras are in line of sight, you can make Knowledge (arcana) skill checks to determine the school of magic involved in each. (Make one check per aura: DC 15 + spell level, or 15 + 1/2 caster level for a nonspell effect.) If the aura eminates from a magic item, you can attempt to identify its properties (see Spellcraft). Magical areas, multiple types of magic, or strong local magical emanations may distort or conceal weaker auras. Aura Strength: An aura’s power depends on a spell’s functioning spell level or an item’s caster level; see the accompanying table. If an aura falls into more than one category, detect magic indicates the stronger of the two. Lingering Aura: A magical aura lingers after its original source dissipates (in the case of a spell) or is destroyed (in the case of a magic item). If detect magic is cast and directed at such a location, the spell indicates an aura strength of dim (even weaker than a faint aura). How long the aura lingers at this dim level depends on its original power: Faint - 1d6 rounds Moderate - 1d6 minutes Strong - 1d6 × 10 minutes Overwhelming - 1d6 days |
Guidiance |
School divination Casting Time 1 standard action Components V, S Range touch Targets creature touched Duration 1 minute or until discharged Saving Throw Will negates (harmless) Spell Resistance yes (harmless) This spell imbues the subject with a touch of divine guidance. The creature gets a +1 competence bonus on a single attack roll, saving throw, or skill check. It must choose to use the bonus before making the roll to which it applies. |
Enlarge person |
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School transmutation Casting Time 1 round Components V, S, M (powdered iron) Range close (25 ft. + 5 ft./2 levels) Target one humanoid creature Duration 1 min./level (D) Saving Throw Fortitude negates Spell Resistance yes This spell causes instant growth of a humanoid creature, doubling its height and multiplying its weight by 8. This increase changes the creature’s size category to the next larger one. The target gains a +2 size bonus to Strength, a –2 size penalty to Dexterity (to a minimum of 1), and a –1 penalty on attack rolls and AC due to its increased size. A humanoid creature whose size increases to Large has a space of 10 feet and a natural reach of 10 feet. This spell does not change the target’s speed. If insufficient room is available for the desired growth, the creature attains the maximum possible size and may make a Strength check (using its increased Strength) to burst any enclosures in the process. If it fails, it is constrained without harm by the materials enclosing it—the spell cannot be used to crush a creature by increasing its size. All equipment worn or carried by a creature is similarly enlarged by the spell. Melee weapons affected by this spell deal more damage (see page 145). Other magical properties are not affected by this spell. Any enlarged item that leaves an enlarged creature’s possession (including a projectile or thrown weapon) instantly returns to its normal size. This means that thrown and projectile weapons deal their normal damage. Magical properties of enlarged items are not increased by this spell. Multiple magical effects that increase size do not stack. Enlarge person counters and dispels reduce person. Enlarge person can be made permanent with a permanency spell. |
Magic Fang |
School transmutation Casting Time 1 standard action Components V, S, DF Range touch Target living creature touched Duration 1 min/level Saving Throw Will negates (harmless) Spell Resistance yes (harmless) Magic fang gives one natural weapon or unarmed strike of the subject a +1 enhancement bonus on attack and damage rolls. The spell can affect a slam attack, fist, bite, or other natural weapon. The spell does not change an unarmed strike’s damage from nonlethal damage to lethal damage. Magic fang can be made permanent with a permanency spell. |
Skill Mod | Rank | Attribut | Ability-Mod | Other-Mods | |
---|---|---|---|---|---|
Acrobatics | +4 | 0 | Dex* | 3 | 1 |
Appraise * | +6 | 1 | Int | 2 | 3 |
Bluff | +2 | 0 | Cha | 2 | 0 |
Climb | +3 | 0 | Str* | 2 | 1 |
Craft * | +2 | 0 | Int | 2 | 0 |
Diplomacy | +2 | 0 | Cha | 2 | 0 |
Disguise | +2 | 0 | Cha | 2 | 0 |
Escape Artist | +2 | 0 | Dex* | 3 | -1 |
Fly * | +2 | 0 | Dex* | 3 | -1 |
Heal | 0 | 0 | Wis | 0 | 0 |
Intimidate | +2 | 0 | Cha | 2 | 0 |
Perception | +1 | 1 | Wis | 0 | 0 |
Preform | +2 | 0 | Cha | 2 | 0 |
Ride * | +2 | 0 | Dex* | 3 | -1 |
Sense Motive | +0 | 0 | Wis | 0 | 0 |
Stealth | +3 | 1 | Dex* | 3 | -1 |
Survival | +0 | 0 | Wis | 0 | 0 |
Swim | +1 | 0 | Str* | 2 | -1 |
Knowledge(planes) * | +6 | 1 | Int | 2 | 3 |
Handle Animal * | +2 | 0 | Cha | 2 | 0 |
Spellcraft * | +6 | 1 | Int | 2 | 3 |
Weapon and Armor Proficiency |
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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. |
Zaubertricks |
Ein Beschwörer lernt eine Anzahl von Zaubertricksoder Level-0-Zaubersprüchen. Diese Zauber werden, wie alle anderen Zaubersprüche gesprochen, aber können beliebig oft pro Tag gesprochen werden. Vorbereitete Zaubertricks, die andere Zaubersprüche benutzen (z.b. durch Metamagie) verbrauchen den Platz, wie gehabt. |
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. An eidolon has the same alignment as the summoner that calls it. Eidolons are treated as summoned creatures, except that they are not sent back to their home plane until reduced to a number of negative hit points equal to or greater than their 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 once per day in a ritual that takes 1 minute to perform. When summoned in this way, the eidolon is always at its full hit points. The eidolon remains until dismissed by the summoner (a standard action). If the eidolon is sent back to its home plane due to damage, 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 work normally. 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 receives 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. This control is not f ine enough to make the eidolon appear like a specif ic 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). |
Spells |
A summoner casts arcane spells drawn from the summoner spell list (see page 12). 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 modif ier. 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 3–1. In addition, he receives bonus spells per day if he has a high Charisma score (see Table 1–3 of the Pathfinder RPG Core Rulebook). 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 3–2. (Unlike spells per day, the number of spells a summoner knows is not affected by his Charisma score. The numbers on Table 3–2 are f ixed.) 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. |
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, sacrif ice any number of hit points. Each hit point sacrif iced 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 I as a spell-like ability a number of times per day equal to 3 + his Charisma modifier. 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. |
Weapon | ATB | Kind | Dmg | Crit | Notice |
---|---|---|---|---|---|
2 claws | +4 | Meele | 2x d6 | x2 | primary |
bite | +4 | Meele | 1d6 | x2 | primary |
Attribute | Att-Mod | Tep Attr | Temp. Attr.-Mod | |
---|---|---|---|---|
Str | 16 | +3 | 16 | +3 |
Dex | 12 | +1 | 12 | +1 |
Con | 13 | +1 | 13 | +1 |
Int | 7 | -2 | 7 | -2 |
Wis | 10 | +0 | 10 | +0 |
Cha | 11 | +0 | 11 | +0 |
claws |
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An eidolon has a pair of vicious claws at the end of its limbs, giving it two claw attacks. These attacks are primary attacks. The claws deal 1d4 points of damage (1d6 if Large, 1d8 if Huge). The eidolon must have the limbs evolution to take this evolution. This evolution can only be applied to the limbs (legs) evolution once This evolution can be selected more than once, but the eidolon must possess an equal number of the limbs evolution. |
limbs (arms) |
limbs (legs) |
Bite (Ex) 1 Point |
An eidolon’s maw is full of razor-sharp teeth, giving it a bite attack. This attack is a primary attack. The bite deals 1d6 points of damage (1d8 if Large, 2d6 if Huge). If the eidolon already has a bite attack, this evolution allows it to deal 1-1/2 times its Strength modifier on damage rolls made with its bite. |
Improved Damage (Ex) [claws] 1 Point |
One of the eidolon’s natural attacks is particularly deadly. Select one natural attack form and increase the damage die type by one step. This evolution can be selected more than once. Its effects do not stack. Each time an eidolon selects this evolution, it applies to a different natural attack. |
Improved Natural Armor (Ex) |
An 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 for every five levels the summoner possesses. |
Item | Ammount | Weight (lb) | Cost (gp) |
---|---|---|---|
Skill Mod | Rank | Attribut | Ability-Mod | Other-Mods | |
---|---|---|---|---|---|
Acrobatics | +1 | 0 | Dex* | 1 | 0 |
Appraise | -2 | 0 | Int | -2 | 0 |
Bluff | +/-0 | 0 | Cha | 0 | 0 |
Climb | +3 | 0 | Str* | 3 | 0 |
Craft * | -2 | 0 | Int | -2 | 0 |
Diplomacy | +/-0 | 0 | Cha | 0 | 0 |
Disguise | +/-0 | 0 | Cha | 0 | 0 |
Escape Artist | +1 | 0 | Dex* | 1 | 0 |
Fly | +1 | 0 | Dex* | 1 | 0 |
Heal | 0 | 0 | Wis | 0 | 0 |
Intimidate | +0 | 0 | Cha | 0 | 0 |
Perception * | +4 | 1 | Wis | 0 | 3 |
Preform | +1 | 0 | Cha | 1 | 0 |
Ride | +1 | 0 | Dex* | 1 | 0 |
Sense Motive * | -1 | 0 | Wis | 0 | 0 |
Stealth * | +5 | 1 | Dex* | 1 | 3 |
Survival | +1 | 1 | Wis | 0 | 0 |
Swim | +3 | 0 | Str* | 3 | 0 |
Knowledge(planes) * | +3 | 1 | Int | -1 | 3 |
Biped |
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Starting Statistics: Size Medium; Speed 30 ft.; AC +2 natural armor; Saves Fort (good), Ref (bad), Will (good); Attack 2 claws (1d4); Ability Scores Str 16, Dex 12, Con 13, Int 7, Wis 10, Cha 11; Free Evolutions claws, limbs (arms), limbs (legs). |
Darkvision (Ex) |
The eidolon has darkvision out to a range of 60 feet. |
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. |
Share Spells (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. |