Iliako Bonecast

From Traykon Campaign Setting - Pathfinder
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CR 12

Female Minotaur monstrous humanoid 6 / sorcerer 6 / summoner 4

Large monstrous humanoid

Init +5;

Senses Darkvision (60 ft.), Perception +28,

Languages Giant, Common, Orc, Gnoll

AC 19, touch 11, flat-footed 17

hp 144 (16HD)

Fort +6, Ref +9, Will +17

Defensive Abilities Natural Cunning,

Speed 30 ft. (6 squares)

Melee greataxe +2 (large/corrosive) (two handed) +19/+14/+9 ((two handed) 3d6+11/x3)

Melee gore (primary) +17 (1d6+6)

Melee gore (with weapon attack) +12 (1d6+3)

Melee morningstar (large) +17/+12/+7 (2d6+6)

Face 10 ft. Reach 10 ft.

Base Atk +12; CMB +19; CMD 31

Atk Options Powerful Charge (2d6+9),

Abilities Str 23, Dex 13, Con 13, Int 18, Wis 16, Cha 25
Special Qualities Arcane Bloodline, Arcane Bond, Bloodline Arcana, Bond Senses, Cantrips, Cantrips, Darkvision, Eidolon, Familiar, Familiar's Alertness ability active, Life Link, Metamagic Adept, Shield Ally, Summon Monster, Weapon and Armor Proficiency,
Feats Alertness, Brew Potion, Combat Casting, Dodge, Eldritch Claws, Eschew Materials, Improved Initiative, Persuasive
Skills Acrobatics +1, Appraise +13, Bluff +20, Climb +14, Craft (Alchemy) +23, Craft (Untrained) +4, Diplomacy +9, Disguise +7, Escape Artist +1, Fly -1, Heal +3, Intimidate +24, Knowledge (Arcana) +15, Knowledge (History) +17, Perception +28, Perform (Untrained) +7, Ride +1, Sense Motive +5, Spellcraft +17, Stealth +10, Survival +16, Swim +14, Use Magic Device +16,
Possessions periapt of proof against poison; bracers of armor +3; greataxe +2 (large/corrosive); outfit (traveler's/large); morningstar (large);


Sorcerer: Spells per Day: (0/8/7/5/0/0/0/0/0/ DC:18+spell level), Spells Known: 0th - Arcane Mark, Dancing Lights, Detect Magic, Detect Poison, Mage Hand, Prestidigitation, Spark 1st - Burning Hands, Charm Person, Hypnotism, Unseen Servant, Identify 2nd - Hypnotic Pattern, Invisibility, Scorching Ray 3rd - Hold Person

Summoner: Spells per Day: (0/5/3/0/0/0/0/0/0/ DC:18+spell level), Spells Known: 0th - Acid Splash, Daze, Light, Mending, Open/Close, Read Magic 1st - Enlarge Person, Feather Fall, Mage Armor, Unfetter 2nd - Alter Self, Summon Eidolon

Arcane Bloodline Your family has always been skilled in the art of magic. While many of your relatives were accomplished wizards, your powers developed without the need for study and practice.

Arcane Bond (Su) You have selected to establish a powerful arcane bond with a creature.

Bloodline Arcana Whenever you apply a metamagic feat to a spell that increases the slot used by at least one level, increase the spell's DC by +1. This bonus does not stack with itself and does not apply to spells modified by the Heighten Spell feat.

Bond Senses (Su) As a standard action, share the senses of your eidolon, hearing, seeing, smelling, tasting, and touching everything your eidolon does. You can use this ability 4 rounds per day. There is no range to this effect, but your eidolon and you must be on the same plane. You can end this effect as a free action.

Cantrips You learn a number of cantrips, or 0-level spells. These spells are cast like any other spells, but they do not consume any slots and may be used again.

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 (Ex) You possess the ability to summon a powerful outsider called an eidolon. You always summon an aspect of the same creature. Your eidolon has your alignment and can speak all of your languages. Your eidolon is treated as a summoned creature, except that 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 you, your eidolon can touch and attack creatures warded by protection from evil and similar effects that prevent contact with summoned creatures. You can summon your eidolon in a ritual that takes 1 minute to perform. When summoned in this way, your eidolon's hit points are unchanged from the last time it was summoned. The only exception to this is if your eidolon was slain, in which case it returns with half its normal hit points. Your eidolon remains until dismissed (a standard action). If your eidolon is sent back to its home plane due to damage, it cannot be summoned again until the following day. Your eidolon cannot be sent back to its home plane by means of dispel magic, but spells such as dismissal and banishment work normally.

Eschew Materials

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.

Life Link (Su) A close bond is formed with your eidolon. Whenever your eidolon takes enough damage to send it back to its home plane, you can, as a free action, sacrifice any number of hit points. Each hit point sacrificed in this way prevents 1 point of damage done to your eidolon. This can prevent your eidolon from being sent back to its home plane. In addition, you and your eidolon must remain within 100 feet of one another for your eidolon to remain at full strength. If your eidolon is beyond 100 feet but closer than 1,000 feet, its current and maximum hit point totals are reduced by 50%. If your 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 your 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 your eidolon gets closer to you, but its maximum hit point total does return to normal.

Metamagic Adept (Ex) You can apply any one metamagic feat you know to a spell you are about to cast without increasing the casting time. You must still expend a higher-level spell slot to cast this spell. You can use this ability once per day.

Natural Cunning (Ex) You possess an innate cunning and logical ability granting an immunity to maze spells and prevents you from ever becoming lost. You are never caught flat-footed.

Powerful Charge (Ex) When you make a charge, your attack deals extra damage in addition to the normal benefits and hazards of a charge.

Shield Ally (Ex) Whenever you are within your eidolon's reach, you receive a +2 shield bonus to your Armor Class and a +2 circumstance bonus on your saving throws. This bonus does not apply if your eidolon is grappled, helpless, paralyzed, stunned, or unconscious.

Summon Monster (Sp) You can cast Summon Monster 2 as a spell-like ability 10 times per day as a standard action and the creatures remain for 4 minutes (instead of 4 rounds). Drawing upon this ability uses up the same power you use to call your eidolon. As a result, you can only use this ability when your eidolon is not summoned.

Familiar Eidolon
Bulvar Talso