Vex
"Vex" Nuri Hala Ar'RaqisFemale Aasimar Summoner 11
CG Medium outsider (native)
Init +4;
Senses bond senses, darkvision 60 ft.; Perception +2
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Defense--------------------
AC 15, touch 12, flat-footed 13 (+3 armor, +2 Dex)
hp 80 (11d8+22)
Fort +5,
Ref +5,
Will +9
Defensive Abilities shield ally;
Resist acid 5, cold 5, electricity 5, shield ally
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Offense--------------------
Speed 20 ft.
Melee dagger +8/+3 (1d4/19-20)
Ranged light crossbow +10 (1d8/19-20)
Spell-Like Abilities (CL 11th; concentration +16)
. . 8/day—
summon monsterAasimar Spell-Like Abilities (CL 11th; concentration +16)
. . 1/day—
daylightSummoner Spells Known (CL 11th; concentration +16):
4th (3/day)—
communal protection from energy, hold monster (DC 19), purified calling3rd (5/day)—
dispel magic, evolution surge (DC 18), greater magic fang, heroism2nd (5/day)—
bull's strength, haste, lesser evolution surge (DC 17), summon eidolon, summon monster ii1st (7/day)—
enlarge person (DC 16), grease (DC 17), lesser rejuvenate eidolon, mage armor, shield, summon monster i0 (at will)—
acid splash, detect magic, guidance, mage hand, message, open/close (DC 15)--------------------
Statistics--------------------
Str 10,
Dex 14,
Con 14,
Int 12,
Wis 10,
Cha 20
Base Atk +8;
CMB +8;
CMD 20
Feats Augment Summoning, Extra Evolution, Extra Evolution, Extra Evolution, Iron Will, Spell Focus (conjuration)
Traits keleshite princess, reactionary
Skills Diplomacy +22, Handle Animal +9, Intimidate +6, Knowledge (arcana) +5, Knowledge (planes) +5, Linguistics +9, Perception +2, Ride +7, Spellcraft +14, Use Magic Device +18;
Racial Modifiers +2 Diplomacy, +2 Perception
Languages Abyssal, Aquan, Auran, Celestial, Common, Ignan, Kelish, Terran
SQ eidolon link, life link, maker's call, share spells with eidolon
Combat Gear extend metamagic rod (lesser), potion of cure light wounds, potion of reduce person, runestone of power (1st level), wand of cure light wounds (10 charges), wand of mage armor (10 charges), wand of magic missile (10 charges), alchemist's fire (2);
Other Gear studded leather, dagger, light crossbow, headband of alluring charisma +4, backpack, bedroll, grappling bolt, silk rope, spell component pouch, trail rations (6), waterskin, wrist sheath, spring loaded, 37,081 gp, 9 sp
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Special Abilities--------------------
Augment Summoning Summoned creatures have +4 to Strength and Constitution.
Bond Senses (11 rounds/day) (Ex) As a standard action, you can share Eidolon's senses while on same plane.
Caravan (empty) (Diplomacy) Can use the chosen skill to make Day Job rolls.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Eidolon Link (Ex) Mental link allows communication over any distance, but share magic item slots.
Energy Resistance, Acid (5) You have the specified Energy Resistance against Acid attacks.
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Life Link (Su) Damage that dismisses Eidolon can be taken by you. It weakens if not in 100 ft.
Maker's Call/Transposition (2/day) (Su) Eidolon teleports to an adjacent square or you switch places, as dimension door.
Potion of cure light wounds Add this item to create a potion of a chosen spell.
Share Spells with Eidolon (Ex) Your spells ignore type restrictions for Eidolon and it can recieve your personal spells.
Shield Ally (+2 AC/Saves) (Ex) +2 AC and save when within Eidolon's reach.
Spell Focus (Conjuration) Spells from one school of magic have +1 to their save DC.
Summon Monster VI (8/day) (Sp) Standard action summon lasts minutes, but only 1 active at a time and can't use with eidolon.
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A lithe tanned girl stands before you, her poise and demeanour clearing someone of noble upbringing. Although donning a deep hooded cloak, her golden eyes clearly hint of her celestial ancestry, as do the wisps of hair peeking from beneath the cowl - a flaming red.
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Super WhiteQuadruped
CG Large outsider
Init +3;
Senses darkvision 60 ft.; Perception +12
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Defense--------------------
AC 28, touch 14, flat-footed 25 (+3 Dex, -1 size, +14 natural, +2 deflection)
hp 76 (+27)
Fort +9,
Ref +9,
Will +3 (+4 morale bonus vs. Enchantment spells and effects)
Defensive Abilities evasion
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Offense--------------------
Speed 40 ft., fly 40 ft. (perfect)
Melee bite +17 (1d8+9+2d6 vs. Evil+2d6 (& 1d6 to wielder)) and
. . 2 claws +17 (2d6+9+2d6 vs. Evil+2d6 (& 1d6 to wielder)) and
. . 2 claws +17 (2d6+9+2d6 vs. Evil+2d6 (& 1d6 to wielder))
Space 10 ft.;
Reach 5 ft.
Special Attacks rend (2 claws, 2d6+13+2d6 vs. Evil+2d6 (& 1d6 to wielder))
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Statistics--------------------
Str 28,
Dex 16,
Con 17,
Int 7,
Wis 10,
Cha 11
Base Atk +9;
CMB +19 (+21 overrun);
CMD 34 (36 vs. overrun, 38 vs. trip)
Feats Death from Above, Improved Natural Attack (claw), Improved Overrun, Multiattack, Power Attack, Step Up
Skills Acrobatics +10 (+14 jump), Fly +21, Perception +12, Sense Motive +12, Stealth +4
Languages Common
SQ devotion, magic attacks, multiattack / extra attack, pounce
Other Gear holy vicious amulet of mighty fists, ring of protection +2
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Special Abilities--------------------
Darkvision (60 feet) You can see in the dark (black and white vision only).
Death from Above Gain +5 bonus on attack rolls when charging from higher ground or flying
Devotion +4 (Ex) +4 morale bonus on Will Saves vs. Enchantments.
Evasion (Ex) No damage on successful reflex save.
Flight (40 feet, Perfect) You can fly!
Improved Overrun You don't provoke attacks of opportunity when overrunning, and foe can't choose to avoid you.
Magic/Aligned Attacks (Ex) Your natural attacks are magic and share your alignment.
Multiattack / Extra Attack Multiattack or second attack with primary weapon at a -5 penalty.
Pounce (Ex) You can make a full attack after a charge.
Power Attack -3/+6 You can subtract from your attack roll to add to your damage.
Step Up When a foe makes a 5 ft step away from you, you can move 5 ft to follow them.
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