用PCGEN重做了。。。(有问题是PCGEN的问题,本人就是点点点)
召唤
理智值(Sanity Score):你的理智值等于你心智三属性值(智力感知魅力)的和 = 20+12+10 =42 减去心智三属性受到的属性伤害 (0)。
理智阀值(Sanity Threshold):你的理智阀值等于你最高的心智属性值减去该属性受到的属性伤害(理智阀值最低为0)=20。
理智边缘(Sanity Edge):你的理智边缘等于1/2你的理智值。=21
要求重训专长(以下是重训后版本)
移除 制造魔杖 和船上的两个学者学习 技能专攻(知识:位面)
花费5天
重训花费的gp等同于(10×你的等级×重训需要耗费的天数)=10x9x5=450
FANCER
Male Half-Elf (Tian-Sing) Summoner 9
NG Medium humanoid (elf, human)
Init +7; Senses Low-Light Vision, Perception +3
DEFENSE
AC 15, touch 11, flat-footed 14 (+4 armor, +1 Dex, ) (Shield Ally:+2 with Eidolon)
hp 53 (9d8)+9
Fort +5, Ref +5, Will +11, +2 vs. enchantment spells and effects (Shield Ally:+2 with Eidolon)
OFFENSE
Speed 20 ft.
Ranged crossbow, light +7/+2 (1d8/19-20)
CLASS Spell-Like Abilities: summon monster v ( 8/Day)
Known Summoner Spells (CL 9th, concentration +14):
3rd (4/day) - evolution surge (DC 18) , haste (DC 18) , heroism (DC 18) , restore eidolon (DC 18)
2nd (5/day) - barkskin , evolution surge, lesser (DC 17) , invisibility (DC 17) , see invisibility (DC )
1st (7/day) - enlarge person (DC 16) , mage armor (DC 16) , protection from evil (DC 16) , rejuvenate eidolon, lesser , shield (DC )
0th (at will) - detect magic , guidance (DC 15) , mending (DC 15) , open/close (DC 15) , read magic (DC ) , resistance (DC 15)
STATISTICS
Str 7, Dex 12, Con 12, Int 10, Wis 12, Cha 21
Base Atk +6; CMB +4; CMD 15
Feats Craft Wondrous Item, Eldritch Heritage(Arcane Bloodline), Extra Evolution (2x), Skill Focus (Knowledge (Planes))
Skills Acrobatics -2, Acrobatics (Jump) -6, Bluff +5, Climb -5, Diplomacy +6, Disguise +5, Escape Artist -2, Fly -2, Handle Animal +9, Heal +1, Intimidate +5, Knowledge (Arcana) +4, Knowledge (Nature) +4, Knowledge (Planes) +9, Knowledge (Religion) +4, Perception +3, Perform (Untrained) +5, Ride -2, Sense Motive +1, Spellcraft +12(+14 craft with familiar) with , Stealth -2, Survival +1, Swim -5, Use Magic Device +9,
Languages Common, Elven, Minatan, Tien
SQ Arcane Bond, Arcane Training, Bond Senses, Bonus Eidolon Evolution (9x), Cantrips, Dual Minded, Eidolon, Elf Blood, Elven Immunities, Familiar, Familiar's Alertness ability active, Keen Senses, Life Link, Low-Light Vision, Maker's Call, Shield Ally, Skills, Summon Monster I, Transposition, Weapon and Armor Proficiency, , , , , , , , ,
Possessions mithral shirt; cloak of resistance +1; bolts, crossbow (10) (x2); Crossbow, Light ; Bag of Holding (Type I) [ Summoner's Kit; ];
劇透 - :
Adopted You were adopted and raised by someone not of your actual race, and raised in a society not your own. You may immediately select a race trait from your adoptive parent's race.
Elf (Trait ~ Warrior of Old)
Warrior of Old As a child, you put in long hours in combat drills, and though time has made this training a dim memory, you still have a knack for quickly responding to trouble. You gain a +2 trait bonus on Initiative checks.
Arcane Bloodline
Arcane Bond (Su) You have selected to establish a powerful arcane bond with a creature.
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 (9x) 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.
Dependent You are dependent upon the acceptance of others. Whenever you fail a Diplomacy check, you become shaken for 1 hour.
Dual Minded The mixed ancestry of some half-elves makes them resistant to mental attacks. Half-elves with this racial trait get a +2 bonus on all Will saving throws. This racial trait replaces the adaptability racial trait.
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.
Familiar A familiar grants special abilities to its master. These special abilities apply only when the master and familiar are within 1 mile of each other.
Familiar's Alertness ability active (Ex) PC has a familiar that has the Alertness (Ex) ability and it is within arms' reach, the master gains the Alertness feat.
Hedge Magician You apprenticed for a time to a craftsman who often built magic items, and he taught you many handy shortcuts and cost-saving techniques. Whenever you craft a magic item, you reduce the required gp cost to make the item by 5%
Indomitable Faith You were born in a region where your faith was not popular, but you still have never abandoned it. Your constant struggle to maintain your own faith has bolstered your drive. You gain a +1 trait bonus on Will saves.
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.
Maker's Call (Su) At 6th level, as a standard action, a summoner can call his eidolon to his side. This functions as dimension door, using the summoner's caster level. When this ability is used, the eidolon appears adjacent to the summoner (or as close as possible if all adjacent spaces are occupied). If the eidolon is out of range, the ability is wasted. The summoner can use this ability once per day at 6th level, plus one additional time per day for every four levels beyond 6th.
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.
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.
Transposition (Su) At 8th level, a summoner can use his maker's call ability to swap locations with his eidolon. If the eidolon occupies more squares than the summoner, the summoner 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.
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.
EIDOLON SENTO
CR —
Female Eidolon Eidolon 7
None Medium outsider
Init +2; Senses Darkvision (60 ft.), Perception +18,
DEFENSE
AC 26, touch 12, flat-footed 24 (+2 Dex, +14 natural, )
hp 42 (7d10)+7
Fort +8, Ref +6, Will +9, +4 bonus on saving throws against poison and petrification.
Resistances Cold 10, Electricity 10, Sonic 10,
OFFENSE
Speed 30 ft.
Melee claw +14/+14/+14/+14 (1d8+6)(+1d6 acid +1d6 electricity)
Melee bite +13 (1d6+6)(+1d6 acid +1d6 electricity)
Melee earth breaker (two handed) +12/+7 ((two handed) 2d6+7/x3)
Melee lucerne hammer (two handed) +12/+7 ((two handed) 1d12+7)
Ranged chakram +9/+4 (1d8+5)
Melee greatsword +1 (two handed) +13/+8 ((two handed) 2d6+8/19-20)
Str 20, Dex 15, Con 13, Int 7, Wis 10, Cha 11
Base Atk +7; CMB +12; CMD 24
Feats Improved Natural Attack (Claw), Iron Will, Lunge, Weapon Focus (Claw)
Skills Acrobatics +9, Appraise -2, Artistry -2, Climb +5, Craft (Untrained) -2, Disable Device +12, Escape Artist +6, Fly +6, Perception +18, Ride +2, Sense Motive +4, Stealth +12, Swim +5,
Possessions amulet of mighty fists +1; cloak of resistance +2; earth breaker; lucerne hammer; chakram (x3); greatsword +1;
FAMILIAR SCORPION
Valet (Familiar Archetype)
Familiar Scorpion (Greensting) Vermin 7
TN Tiny vermin
劇透 - :
DEFENSE
Init +3; Senses Darkvision (60 ft.), Perception +12,
AC 24, touch 15, flat-footed 19 (+3 Dex, +7 natural, +2 size, )
hp 26 (7d8) (helf of master)
Fort +5, Ref +5, Will +2
OFFENSE
Speed 30 ft.
Melee sting +10 (1d2-4)
Special Attacks Poison (DC 15),
STATISTICS
Str 3, Dex 17, Con 11, Int 9, Wis 10, Cha 2
Base Atk +5; CMB +6; CMD 12 (24 vs. trip)
Feats , Skill Focus (Stealth), Stealthy, Weapon Finesse
Skills Acrobatics +3, Appraise -1, Artistry -1, Bluff -4, Climb +7, Craft (Untrained) -1, Diplomacy -4, Disguise -4, Escape Artist +5, Fly +7, Intimidate -4, Perception +12, Perform (Untrained) -4, Ride +3, Sense Motive +2, Stealth +27, Swim -4,
Familiar Ability
Able Assistant (Ex) A valet’s master treats the valet as if it possessed the Cooperative Crafting feat and shared all Craft skills and item creation feats he possesses.
This ability replaces Alertness.
Cooperative Crafting:You can assist another character in crafting mundane and magical items. You must both possess the relevant Craft skill or item creation feat, but either one of you can fulfill any other prerequisites for crafting the item. You provide a +2 circumstance bonus on any Craft or Spellcraft checks related to making an item, and your assistance doubles the gp value of items that can be crafted each day.
Prestidigitation (Sp)
A valet can use prestidigitation once per hour.
Teammate (Ex)
A valet is considered to have all the teamwork feats its master has.
Improved Evasion (Ex): When subjected to an attack that normally allows a Reflex saving throw for half damage, a familiar takes no damage if it makes a successful saving throw and half damage even if the saving throw fails.
Share Spells: The wizard may cast a spell with a target of “You” on his familiar (as a touch spell) instead of on himself. A wizard may cast spells on his familiar even if the spells do not normally affect creatures of the familiar’s type (magical beast).
Empathic Link (Su): The master has an empathic link with his familiar to a 1 mile distance. The master can communicate empathically with the familiar, but cannot see through its eyes. Because of the link’s limited nature, only general emotions can be shared. The master has the same connection to an item or place that his familiar does.
Deliver Touch Spells (Su): At 3rd level, when delivering a harmless touch spell to a willing creature, a valet can move before and after delivering the spell, as long as its total movement does not exceed its speed.
This ability modifies deliver touch spells.
Speak with Master (Ex): If the master is 5th level or higher, a familiar and the master can communicate verbally as if they were using a common language. Other creatures do not understand the communication without magical help.
Deliver Aid (Ex):At 7th level, a valet can move before and after using the aid another action, as long as its total movement does not exceed its speed.
This ability replaces speak with animals of its kind.
个人资金:184 gp
起始70-61=9
造物省下(25+150+150+75X4) =625
重训专长-450
物品:
轻弩+弩箭X20 (起始购入35gp )
召唤师工具包 (起始购入8gp)
苜蓿战锤 lucerne hammer(起始购入15gp)
飞轮X3 chakram(起始购入3X1gp)
MWK巨剑,masterwork greatsword(小镇购入 350 团队资金) 退还团队 +1greatsword (loot)
MWK 盗贼工具 (小镇购入 100GP团队资金)
+2抗力披风 (造物,500GP团队资金)(4/22 升级)
LOOT
bag of holding (type I) 15 pounds
greater talisman of beneficial winds
amulet of mighty fists +1
+1 chain shirt, 归还团队,交换 mithral shirt
scroll of cure light wounds
scroll of sanctuary
scroll of fox's cunning
scrolls of remove paralysis (2)
scroll of summon monster III
scroll of lesser restoration
scroll of protection from energy
scroll of blink
scroll of cat’s grace
scroll of silent image
scroll of zone of truth
a book of extended summoning
scrolls of sepia snake sigil(2)
scroll of see invisibility
scroll of cure serious wounds,
scroll of dismissal,
scrolls of restoration (2),
scroll of sending;