ÆNIEL | CR — |
XP 0
Femelle race bonus language ~ modern human language young eidolon
NG Medium outsider (eidolon)
Init +2; Senses darkvision 60 ft., Perception +9
DEFENSE |
AC 23, touch 12, flat-footed 21 (+2 Dex, +8 natural, +3 shield)
hp 39 (6d10+6)Defensive Abilities evasion; Resist acid 10 , cold 10 , electricity 10 , fire 10
OFFENSE |
Space 5 ft.; Reach 5 ft.
STATISTICS |
Feats Bodyguard, Combat Reflexes, Martial Weapon Proficiency (Longsword)
Skills Diplomacy +1 , Fly +15 , Heal +5 , Intimidate +4 , Knowledge (Planes) +3 , Knowledge (Religion) +3 , Perception +9 , Sense Motive +9 , Use Magic Device +17
SQ devotion, flight, link, resistance to acid 10, resistance to cold 10, resistance to electricity 10, resistance to fire 10, share spells, skilled (use magic device)
Gear +1 longsword, claw, +1 darkwood shield (guarding), longsword (cold iron/masterwork/consecrated), wand of cure light wounds, wand of magic missile, wrist sheath, spring loaded, wrist sheath, spring loaded
SPECIAL ABILITIES |
Celestial Appearance (Ex) The eidolon appears as a celestial creature and manifests some of the abilities of a celestial. Spells and effects that target creatures with the good subtype or have specific effects against such creatures affect the eidolon as if it were a celestial. The eidolon gains a +2 bonus on saves against disease, petrification, poison, and electricity spells and effects. It also gains spell resistance equal to 11 against spells with the evil descriptor.
Clawed Hands (Ex) The eidolon has a pair of vicious claws at the end of its limbs, giving it two claw attacks.
Intelligence
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.
Devotion (Ex) An animal companion gains a +4 morale bonus on Will saves against enchantment spells and effects.
Evasion (Ex) You can avoid damage from many area-effect attacks. If you make a successful Reflex saving throw against an attack that normally deals half damage on a successful save, you instead take no damage. Evasion can only be used if you are wearing light armor or no armor. If you are helpless, you do not gain the benefit of evasion.
Flight (Ex) You can cease or resume flight as a free action.
Flight (Winged) (Ex)
Limbs (Arms) (Ex)
Limbs (Legs) (Ex)
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. In addition, magic items interfere with the summoner's connection to his eidolon. As a result, the summoner and his eidolon share magic item slots. For example, if the summoner is wearing a ring, his eidolon can wear no more than one ring. In case of a conflict, the items worn by the summoner remain active, and those used by the eidolon become dormant. The eidolon must possess the appropriate appendages to utilize a magic item.
Mod Devotion
Resistance ~ Acid (Ex)
Resistance ~ Cold (Ex)
Resistance ~ Electricity (Ex)
Resistance ~ Fire (Ex)
Resistance to Acid (Ex) You may ignore 10 points of Acid damage each time you take acid damage.
Resistance to Cold (Ex) You may ignore 10 points of Cold damage each time you take cold damage.
Resistance to Electricity (Ex) You may ignore 10 points of Electricity damage each time you take electricity damage.
Resistance to Fire (Ex) You may ignore 10 points of Fire damage each time you take fire damage.
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.
Skilled (Use Magic Device) (Ex) The eidolon becomes especially adept at a specific skill, gaining a +8 racial bonus on that skill.
Skills (Heal, Intimidate, Knowledge (Religion), Use Magic Device)