Post by MIB on May 15, 2018 0:40:20 GMT 8
Quick Character Summary
An Expy of Zato-1/Eddie (Guilty Gear), a male Fetchling Shadow Caller Summoner that wants to live a simple life but unwittingly gets dragged into trouble/misadventure.
1. What is your Name?
Zuvax Duskbinder
2. Are you Male, Female or Gender Neutral?
Male
3. Are you a Citizen of Irrisen?
No, born in Plane of Shadow. Migrated all the way to Irrisen (in the Material Plane) so that he could avoid the unwanted attention ever since he got his powers in his home plane and now wants to make a new living in another (cold) place.
4. Are you a Natural Talent at what you do or are you trained or are you both?
Naturally talented, Zuvax easily learned and did a ritual to enable him to be a Shadow Caller Summoner all by himself. Of course with this new found power, people and organizations like the Onyx Alliance wanted to make use of Zuvax but he was not going to have any of it and made a stealthy disappearance to live a new life in Irrisen.
5. Are you a Noble of Irrisen or elsewhere?
Yes, a minor one from the Plane of Shadow. But he does not know of it (yet & probably never will).
6. Are you a Descendant of Baba Yaga?
No
7. Would you steal an apple from a child to feed yourself in hunger?
No, would rather starve than see a child starve.
8. Given a choice which would you pick first?
Staff. Zuvax understands that magic is a powerful tool (even in one’s simple daily life), a staff can also be used as a weapon if necessary.
9. Are you generally rich or poor?
The middle class, neither. Zuvax carefully spends his money and prefers to live simply.
10. In a crowd?
Hide. Zuvax prefers to keep to himself, avoid unnecessary interaction and is also not really keen being in or around a crowd, especially if they are all unknown/strangers to him.
11. Are you Good, Evil, Neutral or whatever you feel like it?
Neutral. But his worship of Benorus makes him lean more towards the good side.
12. Arrange in any order the following:
1. Time
2. Memories
3. Wind
4. Water
5. Rock
6. Flame
--------------------
Male Fetchling Summoner (Shadow Caller) 3
Neutral Medium Outsider (Native)
Init +4; Senses Perception +6, Low-light vision, Darkvision 60ft.
Deity: Benorus
Age 29 Height 5 ft. 9 in. Weight 102 lbs
--------------------
Defense
--------------------
AC 16, Touch 14, Flat-footed 12 (+2 armor, +4 Dex)
Hp 27
Fort +4, Ref +5, Will +4
Resist Cold 5, Electricity 5
--------------------
Offense
--------------------
Offenses
Speed 30 ft.
Melee Accent Keepsake Mithral Masterwork Quarterstaff +3 (Damage:1d6, bludgeoning, Critical: x2)
Melee Dagger +2 (Damage:1d4, piercing or slashing, Critical: 19-20/x2)
Melee Cestus +2 (Damage:1d4, bludgeoning or piercing, Critical: 19-20/x2)
Ranged Sling +6 (Damage:1d4, bludgeoning, Critical: x2, 50 ft.)
--------------------
Statistics
--------------------
Str 10, Dex 18, Con 14, Int 16, Wis 8, Cha 14
Base Atk +2; CMB +2; CMD 15
Languages Common, Aklo, Draconic, Auran, Giant, Celestial (Bonus Language)
Favored Class: Summoner (+1 Hp per level & +1 Caster Level)
--------------------
Feats
--------------------
1) Spell Focus (Conjuration)
3) Augment Summoning
--------------------
Traits
--------------------
1. Indomitable Faith (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.
2. Seeker (Social)
You are always on the lookout for reward and danger. You gain a +1 trait bonus on Perception checks, and Perception is always a class skill for you.
--------------------
Class Features
--------------------
Weapon and Armor Proficiency:
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.
Class Skills
The shadow caller adds Stealth to his list of class skills and removes Use Magic Device from his list of class skills.
Summoner Spells
Cantrips
Shadow Eidolon
A shadow caller’s eidolon is at once a thing of shadow called from the deep of the Shadow Plane and his own shadow; the two are inseparable. When his eidolon manifests, his shadow lengthens and finally detaches from him as a creature unto itself. For as long as the shadow caller’s eidolon is manifested, he and the eidolon do not have distinct shadows, regardless of the presence or absence of light. This lack of a shadow replaces the magical symbol that identifies the summoner and his eidolon.
This ability alters the summoner’s eidolon ability.
Life Link (Su)
Shadow Summoning (Sp)
When a shadow caller uses his summon monster ability or casts the summon monster spell, he typically summons creatures from the Shadow Plane or creatures closely associated with shadow. When a creature on the summon monster spell list indicates that it is summoned with either the celestial or the fiendish template based on the alignment of the caster, the creature summoned by the shadow caller has the shadow creature template instead . Furthermore, the summon monster lists are modified in the following ways (these changes also apply to using a higher-level summon spell to summon multiple creatures from a lower-level list).
Summon Monster I: No changes.
Summon Monster II: A shadow caller cannot summon Small elementals or lemures, but instead can summon zoogs.
Summon Monster III: A shadow caller cannot summon dretches or lantern archons, but can summon augur kytons.
Summon Monster IV: A shadow caller cannot summon Medium elementals, hell hounds, hound archons, or mephits, but can summon allips , gloomwings , and shadows.
Summon Monster V: A shadow caller cannot summon babau, bearded devils, bralani azatas, Large elementals, salamanders, or xills, but can summon shadow mastiffs and shae.
Summon Monster VI: A shadow caller cannot summon Huge elementals, erinyes, lillend azatas, or succubi, but can summon cloakers.
Summon Monster VII: A shadow caller cannot summon bebiliths, bone devils, greater elementals, or vrocks, but can summon greater shadows.
Summon Monster VIII: A shadow caller can only summon derghodaemons and young umbral dragons.
Summon Monster IX: A shadow caller can only summon interlocutor kytons and nightwings.
This ability otherwise functions as and replaces the summoner’s normal summon monster spell-like abilities.
Bond Senses (Su)
--------------------
Skills
--------------------
Acrobatics +4 (+0 Rank, +0 trained, +4 Ability)
Appraise +3 (+0 Rank, +0 trained, +3 Ability)
Bluff +0 (+0 Rank, +0 trained, +2 Ability, -2 penalty)
Climb +0 (+0 Rank, +0 trained, +0 Ability)
> Craft +3 (+0 Rank, +0 trained, +3 Ability)
Diplomacy +0 (+0 Rank, +0 trained, +2 Ability, -2 penalty)
Disable Device *Cannot*
Disguise +0 (+0 Rank, +0 trained, +2 Ability, -2 penalty)
Escape Artist +4 (+0 Rank, +0 trained, +4 Ability)
> Fly +4 (+0 Rank, +0 trained, +4 Ability)
> Handle Animal +4 (+1 Rank, +3 trained, +2 Ability, -2 penalty)
Heal -1 (+0 Rank, +0 trained, -1 Ability)
Intimidate +0 (+0 Rank, +0 trained, +2 Ability, -2 penalty)
> Knowledge (Arcana) +7 (+1 Rank, +3 trained, +3 Ability)
> Knowledge (Dungeoneering) *Cannot*
> Knowledge (Engineering) *Cannot*
> Knowledge (Geography) *Cannot*
> Knowledge (History) *Cannot*
> Knowledge (Local) +7 (+1 Rank, +3 trained, +3 Ability)
> Knowledge (Nature) +7 (+1 Rank, +3 trained, +3 Ability)
> Knowledge (Nobility) *Cannot*
> Knowledge (Planes) +9 (+1 Rank, +3 trained, +3 Ability, +2 Racial)
> Knowledge (Religion) +7 (+1 Rank, +3 trained, +3 Ability)
> Linguistics +7 (+1 Rank, +3 trained, +3 Ability)
> Perception +6 (+3 Rank, +3 trained, -1 Ability, +1 Trait)
> Profession (Librarian) +3 (+1 Rank, +3 trained, -1 Ability)
> Ride +4 (+0 Rank, +0 trained, +4 Ability)
Sense Motive -1 (+0 Rank, +0 trained, -1 Ability)
Sleight of Hand *Cannot*
> Spellcraft +12 (+1 Rank, +3 trained, +3 Ability, +5 Bonus Background Story)
> Stealth +12 (+3 Rank, +3 trained, +4 Ability, +2 Racial)
Survival -1 (+0 Rank, +0 trained, -1 Ability)
Swim +0 (+0 Rank, +0 trained, +0 Ability)
Use Magic Device *Cannot*
--------------------
Magic
--------------------
Summoner Spells (Caster level 4, Concentration +6)
Level 0 - Detect Magic, Guidance, Daze (DC 12), Light, Acid Splash, Read Magic
Level 1 - Barbed Chains (DC 14), Grease (DC 14), Lesser Rejuvenate Eidolon, Summon Minor Monster
--------------------
Special Abilities
--------------------
See Class Features.
--------------------
Equipment
--------------------
Melee Weapons: Accent Keepsake Mithral Masterwork Quarterstaff (Can Hold 1 Spell of each level on Summoner spell list), Dagger, Cestus
Ranged Weapons: Sling, Sling bullets (10)
Armor: Leather
Other Gear: Helm Rope 50ft, Grappling Hook, Water Skin, Trail Rations (7), Soap, Earplugs, Spell Component Pouch, Backpack
Magic Item: N/A
Wealth: 5gp
--------------------
Fetchling Racial Traits
--------------------
+2 Dexterity, +2 Charisma, –2 Wisdom: Fetchlings are quick and forceful, but often strange and easily distracted by errant thoughts.
Native Outsider: Fetchlings are outsiders with the native subtype.
Medium: Fetchlings are Medium creatures and receive no bonuses or penalties due to their size.
Normal Speed: Fetchlings have a base speed of 30 feet.
Darkvision: Fetchlings can see in the dark up to 60 feet.
Low-Light Vision: Fetchlings can see twice as far as humans in conditions of dim light.
Skilled: Fetchlings have a +2 racial bonus on Knowledge (planes) and Stealth checks.
Shadow Blending (Su): Attacks against a fetchling in dim light have a 50% miss chance instead of the normal 20% miss chance. This ability does not grant total concealment; it just increases the miss chance.
Shadowy Resistance: Fetchlings have cold resistance 5 and electricity resistance 5.
Spell-Like Abilities (Sp): A fetchling can use disguise self once per day as a spell-like ability. He can assume the form of any humanoid creature using this spell-like ability. When a fetchling reaches 9th level in any combination of classes, he gains shadow walk (self only) as a spell-like ability usable once per day, and at 13th level, he gains plane shift (self only, to the Shadow Plane or the Material Plane only) usable once per day. A fetchling's caster level is equal to his total Hit Dice.
Languages: Fetchlings begin play speaking Common. Fetchlings with a high Intelligence scores can choose from the following: Aklo, Aquan, Auran, Draconic, D'ziriak (understanding only, cannot speak), Ignan, Terran, and any regional human tongue.
--------------------
Background Story
--------------------
“Pity, my power would somehow draw too much attention! But I suppose it would be foolish to not utilise it as well.” - Zuvax Duskbinder
--------------------
Combat Tactics
--------------------
Before Combat
Whenever possible, Zuvax would request for a clear path for Eddy to charge/pounce if possible. Zuvax himself would also see if he can hide together with Eddy. If he feels the enemies will be tough, he will also apply more buff spells.
During Combat
Zuvax will analyse to see if he can work together with Eddy to take down enemies, providing flank if necessary. Zuvax will also see if he can cast any buff or debuff spells or summon reinforcements to gain combat advantage as necessary.
Morale
Zuvax flees if his hp is 10 or below unless he sees an ally or people worth the trouble of saving. If he cannot flee, he would surrender unless if he is very sure he will face a fate worse than death in which he will commit suicide if possible!
--------------------
Eidolon
--------------------
Eddy
Biped Eidolon 3
N Medium Outsider (Extraplanar)
HD: 3
Init +2
Senses: darkvision 60 ft, Perception +6
AC 14, Touch 12, Flat-footed 12 (+2 Dex, +2 Natural)
Hp 24
Fort +4 Ref +3 Will +3, Evasion
Size: Medium
Speed: 30 ft
Melee: Bite +6 (Damage:1d6+3, 10ft. reach, bludgeoning & piercing & slashing, Critical: x2), 2 Claws +6 (Damage:1d4+3, 10ft. reach, slashing, Critical: x2)
Str 17 Dex 15 Con 13 Int 7 Wis 11 Cha 10
Base Atk +3 CMB +6 CMD 18
Feats: 1) Power Attack 3) Combat Reflexes
Skills: > Acrobatics +6 (1 rank), > Climb +7 (1 rank), > Perception +6 (3 ranks), > Sense Motive +5 (2 ranks), > Stealth +8 (3 ranks), > Survival +4 (1 rank) > Swim +7 (1 rank)
Languages: Same as Master
Special: Darkvision (Ex), Link (Su), Share Spells (Ex), Evasion (Ex)
Free Evolutions: Claws, Limbs (Arms), Limbs (Legs)
Evolution Pool Points: 5
Evolutions: Bite [1 Point], Reach (Bite) [1 Point], Reach (Claws) [1 Point], Ability Increase (+2 Dex) [2 Points]
An Expy of Zato-1/Eddie (Guilty Gear), a male Fetchling Shadow Caller Summoner that wants to live a simple life but unwittingly gets dragged into trouble/misadventure.
(Minus the blindfold & muscles)
1. What is your Name?
Zuvax Duskbinder
2. Are you Male, Female or Gender Neutral?
Male
3. Are you a Citizen of Irrisen?
No, born in Plane of Shadow. Migrated all the way to Irrisen (in the Material Plane) so that he could avoid the unwanted attention ever since he got his powers in his home plane and now wants to make a new living in another (cold) place.
4. Are you a Natural Talent at what you do or are you trained or are you both?
Naturally talented, Zuvax easily learned and did a ritual to enable him to be a Shadow Caller Summoner all by himself. Of course with this new found power, people and organizations like the Onyx Alliance wanted to make use of Zuvax but he was not going to have any of it and made a stealthy disappearance to live a new life in Irrisen.
5. Are you a Noble of Irrisen or elsewhere?
Yes, a minor one from the Plane of Shadow. But he does not know of it (yet & probably never will).
6. Are you a Descendant of Baba Yaga?
No
7. Would you steal an apple from a child to feed yourself in hunger?
No, would rather starve than see a child starve.
8. Given a choice which would you pick first?
Staff. Zuvax understands that magic is a powerful tool (even in one’s simple daily life), a staff can also be used as a weapon if necessary.
9. Are you generally rich or poor?
The middle class, neither. Zuvax carefully spends his money and prefers to live simply.
10. In a crowd?
Hide. Zuvax prefers to keep to himself, avoid unnecessary interaction and is also not really keen being in or around a crowd, especially if they are all unknown/strangers to him.
11. Are you Good, Evil, Neutral or whatever you feel like it?
Neutral. But his worship of Benorus makes him lean more towards the good side.
12. Arrange in any order the following:
1. Time
2. Memories
3. Wind
4. Water
5. Rock
6. Flame
*Character stats updated with background story modifiers*
Zuvax Duskbinder--------------------
Male Fetchling Summoner (Shadow Caller) 3
Neutral Medium Outsider (Native)
Init +4; Senses Perception +6, Low-light vision, Darkvision 60ft.
Deity: Benorus
Age 29 Height 5 ft. 9 in. Weight 102 lbs
--------------------
Defense
--------------------
AC 16, Touch 14, Flat-footed 12 (+2 armor, +4 Dex)
Hp 27
Fort +4, Ref +5, Will +4
Resist Cold 5, Electricity 5
--------------------
Offense
--------------------
Offenses
Speed 30 ft.
Melee Accent Keepsake Mithral Masterwork Quarterstaff +3 (Damage:1d6, bludgeoning, Critical: x2)
Melee Dagger +2 (Damage:1d4, piercing or slashing, Critical: 19-20/x2)
Melee Cestus +2 (Damage:1d4, bludgeoning or piercing, Critical: 19-20/x2)
Ranged Sling +6 (Damage:1d4, bludgeoning, Critical: x2, 50 ft.)
--------------------
Statistics
--------------------
Str 10, Dex 18, Con 14, Int 16, Wis 8, Cha 14
Base Atk +2; CMB +2; CMD 15
Languages Common, Aklo, Draconic, Auran, Giant, Celestial (Bonus Language)
Favored Class: Summoner (+1 Hp per level & +1 Caster Level)
--------------------
Feats
--------------------
1) Spell Focus (Conjuration)
3) Augment Summoning
--------------------
Traits
--------------------
1. Indomitable Faith (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.
2. Seeker (Social)
You are always on the lookout for reward and danger. You gain a +1 trait bonus on Perception checks, and Perception is always a class skill for you.
--------------------
Class Features
--------------------
Weapon and Armor Proficiency:
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.
Class Skills
The shadow caller adds Stealth to his list of class skills and removes Use Magic Device from his list of class skills.
Summoner Spells
Cantrips
Shadow Eidolon
A shadow caller’s eidolon is at once a thing of shadow called from the deep of the Shadow Plane and his own shadow; the two are inseparable. When his eidolon manifests, his shadow lengthens and finally detaches from him as a creature unto itself. For as long as the shadow caller’s eidolon is manifested, he and the eidolon do not have distinct shadows, regardless of the presence or absence of light. This lack of a shadow replaces the magical symbol that identifies the summoner and his eidolon.
This ability alters the summoner’s eidolon ability.
Life Link (Su)
Shadow Summoning (Sp)
When a shadow caller uses his summon monster ability or casts the summon monster spell, he typically summons creatures from the Shadow Plane or creatures closely associated with shadow. When a creature on the summon monster spell list indicates that it is summoned with either the celestial or the fiendish template based on the alignment of the caster, the creature summoned by the shadow caller has the shadow creature template instead . Furthermore, the summon monster lists are modified in the following ways (these changes also apply to using a higher-level summon spell to summon multiple creatures from a lower-level list).
Summon Monster I: No changes.
Summon Monster II: A shadow caller cannot summon Small elementals or lemures, but instead can summon zoogs.
Summon Monster III: A shadow caller cannot summon dretches or lantern archons, but can summon augur kytons.
Summon Monster IV: A shadow caller cannot summon Medium elementals, hell hounds, hound archons, or mephits, but can summon allips , gloomwings , and shadows.
Summon Monster V: A shadow caller cannot summon babau, bearded devils, bralani azatas, Large elementals, salamanders, or xills, but can summon shadow mastiffs and shae.
Summon Monster VI: A shadow caller cannot summon Huge elementals, erinyes, lillend azatas, or succubi, but can summon cloakers.
Summon Monster VII: A shadow caller cannot summon bebiliths, bone devils, greater elementals, or vrocks, but can summon greater shadows.
Summon Monster VIII: A shadow caller can only summon derghodaemons and young umbral dragons.
Summon Monster IX: A shadow caller can only summon interlocutor kytons and nightwings.
This ability otherwise functions as and replaces the summoner’s normal summon monster spell-like abilities.
Bond Senses (Su)
--------------------
Skills
--------------------
Acrobatics +4 (+0 Rank, +0 trained, +4 Ability)
Appraise +3 (+0 Rank, +0 trained, +3 Ability)
Bluff +0 (+0 Rank, +0 trained, +2 Ability, -2 penalty)
Climb +0 (+0 Rank, +0 trained, +0 Ability)
> Craft +3 (+0 Rank, +0 trained, +3 Ability)
Diplomacy +0 (+0 Rank, +0 trained, +2 Ability, -2 penalty)
Disable Device *Cannot*
Disguise +0 (+0 Rank, +0 trained, +2 Ability, -2 penalty)
Escape Artist +4 (+0 Rank, +0 trained, +4 Ability)
> Fly +4 (+0 Rank, +0 trained, +4 Ability)
> Handle Animal +4 (+1 Rank, +3 trained, +2 Ability, -2 penalty)
Heal -1 (+0 Rank, +0 trained, -1 Ability)
Intimidate +0 (+0 Rank, +0 trained, +2 Ability, -2 penalty)
> Knowledge (Arcana) +7 (+1 Rank, +3 trained, +3 Ability)
> Knowledge (Dungeoneering) *Cannot*
> Knowledge (Engineering) *Cannot*
> Knowledge (Geography) *Cannot*
> Knowledge (History) *Cannot*
> Knowledge (Local) +7 (+1 Rank, +3 trained, +3 Ability)
> Knowledge (Nature) +7 (+1 Rank, +3 trained, +3 Ability)
> Knowledge (Nobility) *Cannot*
> Knowledge (Planes) +9 (+1 Rank, +3 trained, +3 Ability, +2 Racial)
> Knowledge (Religion) +7 (+1 Rank, +3 trained, +3 Ability)
> Linguistics +7 (+1 Rank, +3 trained, +3 Ability)
> Perception +6 (+3 Rank, +3 trained, -1 Ability, +1 Trait)
> Profession (Librarian) +3 (+1 Rank, +3 trained, -1 Ability)
> Ride +4 (+0 Rank, +0 trained, +4 Ability)
Sense Motive -1 (+0 Rank, +0 trained, -1 Ability)
Sleight of Hand *Cannot*
> Spellcraft +12 (+1 Rank, +3 trained, +3 Ability, +5 Bonus Background Story)
> Stealth +12 (+3 Rank, +3 trained, +4 Ability, +2 Racial)
Survival -1 (+0 Rank, +0 trained, -1 Ability)
Swim +0 (+0 Rank, +0 trained, +0 Ability)
Use Magic Device *Cannot*
--------------------
Magic
--------------------
Summoner Spells (Caster level 4, Concentration +6)
Level 0 - Detect Magic, Guidance, Daze (DC 12), Light, Acid Splash, Read Magic
Level 1 - Barbed Chains (DC 14), Grease (DC 14), Lesser Rejuvenate Eidolon, Summon Minor Monster
--------------------
Special Abilities
--------------------
See Class Features.
--------------------
Equipment
--------------------
Melee Weapons: Accent Keepsake Mithral Masterwork Quarterstaff (Can Hold 1 Spell of each level on Summoner spell list), Dagger, Cestus
Ranged Weapons: Sling, Sling bullets (10)
Armor: Leather
Other Gear: Helm Rope 50ft, Grappling Hook, Water Skin, Trail Rations (7), Soap, Earplugs, Spell Component Pouch, Backpack
Magic Item: N/A
Wealth: 5gp
--------------------
Fetchling Racial Traits
--------------------
+2 Dexterity, +2 Charisma, –2 Wisdom: Fetchlings are quick and forceful, but often strange and easily distracted by errant thoughts.
Native Outsider: Fetchlings are outsiders with the native subtype.
Medium: Fetchlings are Medium creatures and receive no bonuses or penalties due to their size.
Normal Speed: Fetchlings have a base speed of 30 feet.
Darkvision: Fetchlings can see in the dark up to 60 feet.
Low-Light Vision: Fetchlings can see twice as far as humans in conditions of dim light.
Skilled: Fetchlings have a +2 racial bonus on Knowledge (planes) and Stealth checks.
Shadow Blending (Su): Attacks against a fetchling in dim light have a 50% miss chance instead of the normal 20% miss chance. This ability does not grant total concealment; it just increases the miss chance.
Shadowy Resistance: Fetchlings have cold resistance 5 and electricity resistance 5.
Spell-Like Abilities (Sp): A fetchling can use disguise self once per day as a spell-like ability. He can assume the form of any humanoid creature using this spell-like ability. When a fetchling reaches 9th level in any combination of classes, he gains shadow walk (self only) as a spell-like ability usable once per day, and at 13th level, he gains plane shift (self only, to the Shadow Plane or the Material Plane only) usable once per day. A fetchling's caster level is equal to his total Hit Dice.
Languages: Fetchlings begin play speaking Common. Fetchlings with a high Intelligence scores can choose from the following: Aklo, Aquan, Auran, Draconic, D'ziriak (understanding only, cannot speak), Ignan, Terran, and any regional human tongue.
--------------------
Background Story
--------------------
“Pity, my power would somehow draw too much attention! But I suppose it would be foolish to not utilise it as well.” - Zuvax Duskbinder
--------------------
Combat Tactics
--------------------
Before Combat
Whenever possible, Zuvax would request for a clear path for Eddy to charge/pounce if possible. Zuvax himself would also see if he can hide together with Eddy. If he feels the enemies will be tough, he will also apply more buff spells.
During Combat
Zuvax will analyse to see if he can work together with Eddy to take down enemies, providing flank if necessary. Zuvax will also see if he can cast any buff or debuff spells or summon reinforcements to gain combat advantage as necessary.
Morale
Zuvax flees if his hp is 10 or below unless he sees an ally or people worth the trouble of saving. If he cannot flee, he would surrender unless if he is very sure he will face a fate worse than death in which he will commit suicide if possible!
--------------------
Eidolon
--------------------
Eddy
Biped Eidolon 3
N Medium Outsider (Extraplanar)
HD: 3
Init +2
Senses: darkvision 60 ft, Perception +6
AC 14, Touch 12, Flat-footed 12 (+2 Dex, +2 Natural)
Hp 24
Fort +4 Ref +3 Will +3, Evasion
Size: Medium
Speed: 30 ft
Melee: Bite +6 (Damage:1d6+3, 10ft. reach, bludgeoning & piercing & slashing, Critical: x2), 2 Claws +6 (Damage:1d4+3, 10ft. reach, slashing, Critical: x2)
Str 17 Dex 15 Con 13 Int 7 Wis 11 Cha 10
Base Atk +3 CMB +6 CMD 18
Feats: 1) Power Attack 3) Combat Reflexes
Skills: > Acrobatics +6 (1 rank), > Climb +7 (1 rank), > Perception +6 (3 ranks), > Sense Motive +5 (2 ranks), > Stealth +8 (3 ranks), > Survival +4 (1 rank) > Swim +7 (1 rank)
Languages: Same as Master
Special: Darkvision (Ex), Link (Su), Share Spells (Ex), Evasion (Ex)
Free Evolutions: Claws, Limbs (Arms), Limbs (Legs)
Evolution Pool Points: 5
Evolutions: Bite [1 Point], Reach (Bite) [1 Point], Reach (Claws) [1 Point], Ability Increase (+2 Dex) [2 Points]